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    Voice of the Void

    This formless mass of flesh constantly sprouts eyes and mouths. Its thousands of voices fill the void around it with strange music.

    Voice of the Void CR 18

    XP 153,600
    CE Huge aberration
    Init +13; Senses all-round vision, blindsense 120 ft., darkvision 120 ft.; Perception +43

    AC 33, touch 17, flat-footed 24 (+9 Dex, +16 natural, –2 size)
    hp 310 (27d8+189)
    Fort +17, Ref +18, Will +24
    Defensive Abilities amorphous; DR 10/bludgeoning and magic; Immune aging, cold, mind-affecting, starvation, thirst; SR 29
    Weaknesses vulnerable to dawn

    Speed 10 ft., fly 20 ft. (good)
    Melee 6 bites +28 (2d6+9/19–20 plus grab)
    Space 15 ft.; Reach 10 ft.
    Special Attacks captivate, gibbering, eye rays, swallow whole (2d6+13 plus 2d10 acid, AC 18, 28 hp)

    Str 28, Dex 29, Con 23, Int 20, Wis 24, Cha 20
    Base Atk +20; CMB +31 (+35 to grapple); CMD 50 (can't be tripped)
    Feats Flyby Attack, Greater Vital Strike, Great Fortitude, Improved Initiative, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Iron Will, Power Attack, Skill Focus (Perception), Toughness, Vital Strike, Weapon Focus (bite, ray)
    Skills Bluff +35, Escape Artist +39, Fly +39, Intimidate +35, Knowledge (arcana) +35, Perception +43, Perform (sing) +35, Spellcraft +35, Stealth +31
    Languages Aklo
    SQ no breath, flight, void dweller

    Environment any outer space
    Organization solitary
    Treasure none

    Captivating Song (Su) A voice of the void can infect the minds of those that hear it, calling them to its side. When a voice of the void sings, all creatures within a 300-foot spread must succeed on a DC 28 Will saving throw or become captivated. A creature that successfully saves is not subject to the same voice's captivating song for 24 hours. A victim under the effects of the captivating song moves toward the voice of the void using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the voice of the void simply stands and offers no resistance to the voice's attacks. This effect continues for as long as the voice of the void sings and for 1 round thereafter. This is a sonic mind-affecting charm effect. The save DC is Charisma-based.

    Eye Rays (Su) As a free action, a gibbering orb can emit colorful beams from its eyes. Collectively, these eye rays duplicate the effects of a prismatic spray spell (CL 20th, DC 28). The gibbering orb must succeed on a ray attack (ranged touch +30) against each creature in the area of this effect or that creature is unaffected. The save DC is Charisma-based.

    Gibbering (Su) As a free action, a gibbering orb can emit a cacophony of maddening sound. All creatures within 60 feet that hear this gibbering must succeed on a DC 28 Will save or be permanently confused, as if affected by an insanity spell. This is a sonic mind-affecting compulsion insanity effect. A creature that saves cannot be affected by the same voice's gibbering for 24 hours. The save DC is Charisma-based.

    Void Dweller (Su) A voice of the void can survive in the void of outer space. Any creature with the starflight ability that enters the same solar system as a voice of the void knows how to reach the location of the voice of the void using its starflight ability by following faint echoes of the voice's song.

    Vulnerable to Dawn (Ex) If a voice of the void enters an atmosphere while in direct sunlight, it is staggered for 1 round. If the voice of the void remains in both an atmosphere and direct sunlight at the end of that duration, it dies and its remains crumble to dust.


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