16
110 (20d10)
walk 0 ft., fly 50 ft. (hover)
Con +4, Int +6, Wis +7, Cha +4
Stealth +10
necrotic
exhaustion, petrified, prone
truesight 60 ft.
telepathy 60 ft.
11
A voidling in magical darkness at the start of its turn heals 5 hit points.
The voidling has advantage on saving throws against spells and other magical effects except those that cause radiant damage.
The voidling's innate spellcasting ability is Wisdom (spell save DC 15, spell attack bonus +7). It can innately cast the following spells, requiring no material components: • At will: darkness, detect magic, fear • 3/Day each: eldritch blast (3 beams), black tentacles • 1/Day each: phantasmal force, reverse gravity
A voidling in complete darkness is considered invisible to creatures that rely on normal vision or darkvision.
The voidling makes 4 tendril attacks.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 11 (2d10) necrotic damage.
The voidling releases a burst of necrotic energy in a 20-foot radius sphere centered on itself. Those in the area take 35 (10d6) necrotic damage, or half damage with a successful DC 17 Constitution saving throw.