Call Voidling

School conjuration (summoning) [evil]; Level cleric/oracle 7, sorcerer/wizard 7, witch 7

CASTING

Casting Time 1 round
Components V, S

EFFECT

Range close (25 ft + 5 ft./2 caster levels)
Effect one summoned voidling
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no

DESCRIPTION

This spell summons a voidling.

It appears where you designate and acts immediately on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. See below for the voidling’s statistics.

Voidling CR 11

XP 12,800
CE Large outsider
Init +11; Senses darkvision 60 ft.; Perception +27

DEFENSE

AC 27, touch 24, flat-footed 17; (+5 deflection, +9 Dex, +1 dodge, –1 size, +3 natural)
hp 88 (16d8+16)
Fort +3, Ref +12, Will +9
Defensive Abilities natural invisibility (see below), fed by darkness; Immune magic (see below)

OFFENSE

Speed fly 50 ft. (perfect)
Melee 5 tendrils +18 (1d8+5 plus grab)
Space 10 ft. Reach 15 ft.
Special Attacks negative burst
Spell-Like Abilities (CL 11th)

Constantdetect magic, see invisibility
At willcause fear (DC 15), deeper darkness, black tentacles
3/dayreverse gravity (DC 19), quickened magic missile
1/dayhorrid wilting (DC 22), waves of fatigue

STATISTICS

Str 20, Dex 29, Con 10, Int 15, Wis 16, Cha 14
Base Atk +9; CMB +13; CMD 27
Feats Alertness, Blind-Fight, Dazzling Display, Dodge, Improved Initiative, Skill Focus (Perception), Toughness, Weapon Finesse, Weapon Focus (tendrils)
Skills Acrobatics +21, Bluff +18, Intimidate +18, Escape Artist +21, Fly +31, Perception +27, Stealth +28
Languages telepathy 60 ft.
SQ feed by darkness

SPECIAL ABILITIES

Fed by Darkness (Su)

In magical darkness, a voidling gains fast healing 5.

Immunity to Magic (Ex)

Voidlings are immune to all spells and spell-like abilities that allow spell resistance, except for spells with the light descriptor.

Natural Invisibility (Ex)

Voidlings are made of darkness and thus receive a +40 bonus to Stealth checks made while in complete darkness, even while moving.

Negative Burst (Su)

Once per round as a standard action, a voidling can release a burst of negative energy negative that deals 2d8 hp damage to adjacent creatures and objects. a DC 21 Fortitude save halves this damage. The save DC is Constitution-based.

Section 15: Copyright Notice

Deep Magic. © 2014 Open Design LLC. Authors: Wolfgang Baur, Tom Benton, Creighton Broadhurst, Jason Bulmahn, Ross Byers, Charles Lee Carrier, Tim Connors, Adam Daigle, Jonathan Drain, Mike Franke, Ed Greenwood, Frank Gori, Jim Groves, Amanda Hamon Kunz, Sam Harris, Brandon Hodge, Phillip Larwood, Jeff Lee, John Ling, Jr., Chris Lozaga, Ben McFarland, Nicholas Milasich, Carlos Ovalle, Richard Pett, Marc Radle, Stephen Radney-MacFarland, Wade Rockett, Stephen Rowe, Adam Roy, Amber E. Scott, Neil Spicer, Owen K.C. Stephens, Joshua Stevens, Christina Stiles, Matt Stinson, Stefen Styrsky, Dan Voyce, and Mike Welham.

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