15 (natural armor)
78 (12d8+24)
walk 30 ft.
Int +8, Wis +2
Arcana +8, History +8
cold, necrotic; bludgeoning, piercing, slashing from nonmagical weapons
8
Creatures pulled through the event horizon via the voidwracked mage's Accretion ability or that pass through it willingly become trapped in the void. A trapped creature is unable to breathe and can't cast spells with verbal components. At the end of its turn, the trapped creature takes 14 (4d6) necrotic damage and 9 (2d8) cold damage. A trapped creature that is not incapacitated can escape if a rope or long pole is passed to it from the outside. Either the creature itself or an ally outside of the event horizon must succeed on a DC 15 Strength (Athletics) check to pull the creature out. The voidwracked mage can also release a trapped creature as an action.
When the voidwracked mage is reduced to 0 hp, its event horizon collapses after 1 minute. Creatures trapped in the void when the event horizon collapses are lost and can only be restored by a wish or true resurrection spell.
The voidwracked mage has advantage on saving throws against being charmed or frightened.
voidwracked is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). voidwracked has the following Wizard spells prepared: • Cantrips (at will): crushing curse*, mage hand, ray of frost, word of misfortune* • 1st level (4 slots): cause fear, ray of sickness, screaming ray*, shield • 2nd level (3 slots): destructive resonance*, maddening whispers*, misty step • 3rd level (3 slots): counterspell, dispel magic, void strike* • 4th level (3 slots): black tentacles, blight • 5th level (1 slots): essence of instability*
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (4d6) necrotic damage.
The voidwracked mage creates a strong gravitational pull in a 20-foot cone. Each creature in that area must make a DC 15 Strength saving throw. On a failure, the creature takes 28 (8d6) force damage and is pulled through the voidwracked mage's event horizon. On a success, the creature takes half the damage and is knocked prone but isn't pulled into the event horizon.