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The Void Herald

Huge ooze, chaotic evil

Armor Class 15
Hit Points 500
Speed 30 ft.
STR
16
(+3)
DEX
10
(+0)
CON
25
(+7)
INT
8
(-1)
WIS
12
(+1)
CHA
5
(-3)
Saving Throws Con +12, Str +6
Skills Perception +4, Stealth +6
Damage Immunities B/P/S non magical, lightning, acid
Condition Immunities Blinded, Charmed, Poisoned, Prone, Exhaustion, Deafened, Frightened
Senses Blindsight 60ft, Passive Perception 10
Languages None
Challenge 25 (75,000 XP)

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 18 Strength check, and the creature making the attempt takes 38 (5d10) acid damage and 16 (3d10) necrotic damage

Pitch Black. Even when the cube is in plain sight, it takes a successful DC 18 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.

Beholder Eye. Any creature within the line of sight of the Beholder eye it preserves inside its body cannot use magic due to its anti-magic gaze

Legendary Resistance. If the Void Herald fails a saving throw, it can choose to succeed instead (3/day).

Actions

Pseudopod. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 18 (3d10+6) bludgeoning damage, 22 (4d8+4) acid damage.

Engulf. The cube moves up to its speed. While doing so, it can enter Huge or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 18 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature's space, and the creature takes 15 (3d8) acid damage and 10 (3d6) necrotic damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 36 (5d10) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 21 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.

Void Discharge. Ranged Weapon Attack, 60ft radius. DC 21 Dex save. Hit: 35 (5d10) lightning damage plus 18 (3d10+6) necrotic damage

Legendary Actions

Paralyzing Touch. The Void Cube makes a melee spell attack against one creature. On a hit, the target takes 15 (3d8) and is paralyzed for 1 minute. Costs 1 Action.