Voidstalker (3.5e Creature)

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Size/Type: Medium Undead
Hit Dice: 32d12+640 (848 hp)
Initiative: +14
Speed: 30 ft., fly 100 ft. (perfect)
Armor Class: 46, touch 30, flat-footed 36
Base Attack/Grapple: +16/+32
Attack: Slam +42 (3d6+26/19-20 plus energy drain plus paralysis) or touch +42 (3d6+20/18-20 plus energy drain plus paralysis)
Full Attack: 4 slams +42 (3d6+26/19-20 plus energy drain plus paralysis) or 4 touches +42 (3d6+20/18-20 plus energy drain plus paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: energy drain, paralysis, psi-like abilities, psionics, summon allip
Special Qualities: abomination traits, change shape, damage reduction 10/—, evasion, flight, negative energy beacon, fast healing 30, mettle, regeneration 10, rejuvenation, speech, spell resistance 42, telepathy, undead traits, unnatural aura
Saves: Fort +30, Ref +40, Will +48
Abilities: Str 43, Dex 30, Con —, Int 33, Wis 30, Cha 31
Skills: Autohypnosis +45, Balance +45, Concentration +45, Escape Artist +45, Hide +45, Knowledge (arcana, psionics) +46, Jump +51, Listen +45, Move Silently +45, Search +46, Sense Motive +45, Psicraft +46, Spot +45, Tumble +45
Feats: Burrowing Power, Enlarge Power, Extend Power, Improved Initiative, Quicken Power, Twin Power, Unconditional Power [EPIC FEATS: Epic Manifestation, Multipower (x2), Superior Intiative]
Environment: Any
Organization: Solitary
Challenge Rating: 32
Treasure: Standard
Alignment: Usually chaotic, often evil
Advancement: 33+ HD (Medium)
Level Adjustment:

You see before you a skeleton draped in tattered clothing though you can't help but notice a pulse of utter desecration seemingly emanating from it. Suddenly, it rises off the ground and begins to brim with psionic power.

A voidstalker is the result of a person who is unable to go insane for some reason partially embracing insanity. Generally this is coupled with a slew of other extraordinary circumstances as the subject would otherwise normally become an allip. Because of their nature a voidstalker can never become any more or less sane than it was when it became a voidstalker by any means. A voidstalker retains its appearance that it had in life initially but as it gains hit dice it gradually transitions into a skeletal appearance (a voidstalker becomes completely skeletal after gaining 10 HD). Unlike many undead with the ability to drain energy, a voidstalker does not need to "feed" and is not pressured to do so by any urge (though it is a quick path to power).

A voidstalker generally weighs 100 pounds and is over 5 feet tall. Voidstalkers speak the languages they knew in life.


A voidstalkers combat tactics depend largely on how sane it is. Some may perform tactics that make no sense while others may only have slight quirks.

Abomination Traits:

Immune to polymorphing (though they can use polymorph effects on themselves), petrification, and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; immune to electricity; fire resistance 20; cold resistance 20; nondetection; true seeing at will; blindsight 500 feet.

Change Shape (Su):

A voidstalker can assume the shape of any Medium humanoid. In humanoid form, the voidstalker loses its natural attacks, energy drain ability, paralysis ability, some of its negative energy beacon ability (specifically the desecrate effect), and unnatural aura. A voidstalker does not need to eat, sleep, or breathe (though it may choose to do any of these) and does not age while in humanoid form. A voidstalker can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a voidstalker reverts to its natural form when destoyed. A true seeing spell or ability reveals its natural form.

Energy Drain (Su):

Living creatures hit by a voidstalkers touch attack or slam attack gain 1d10 negative levels. Creatures being grappled by a voidstalker instead gain 2d10 negative levels for each turn they are grappled (including when they are initially grappled). Creatures touching or attacking a voidstalker with natural weapons gain 1d10 negative levels for each successful attack or round in which they maintain contact. The DC is 36 for the Fortitude save to remove a negative level. The save DC is Charisma-based. A creature slain by negative levels from this ability does not rise as any form of undead. For every 5 such negative levels (creatures with less than 1 HD are rounded up to 1 HD) bestowed the voidstalker gains one hit dice, each of it's ability scores increases by 2 points (except constitution), it's natural armor improves by 1, and it's damage reduction improves by 1. A voidstalker may choose to refrain from using this ability when it would be eligible to do so but this is not a normal occurrence.

Flight (Su):

A voidstalker can cease or resume flight as a free action.

Negative Energy Beacon (Su):

A voidstalker is like a self contained plane of negative energy and as such has several powerful benefits. Firstly, a voidstalker is not subject to effects that exclusively affect undead or are particularly harmful to undead (such as turning and positive energy). A voidstalker continuously generates a 60-foot radius (this radius ignores physical barriers) of utter desecration, imbuing their surroundings with negative energy. This ability works much like a desecrate spell, except that the voidstalkers negative energy is so great that it is even greater than that of a desecrate affixed to the shrine of an evil power (and as such not affected by a consecrate spell). All undead within 60 feet of the voidstalker (including the creature itself) gain a +10 profane bonus on attack rolls, damage rolls, and saving throws, and +10 hit points per HD. (The nightshade Hit Dice, attack, and save entries given here include these profane bonuses.) Charisma checks made to turn undead within this area take a -30 penalty. The non-mundane abilities of a voidstalker are not subject to the effects of an antimagic field or similar effects while within the area of it's desecrate effect (even more powerful effects may need to make an opposed hit dice check each round (1d20+HD) to overcome this defense). Furthermore, a voidstalker gains a bonus to its saving throws, armor class, and bonus hit points for each HD it has equal to its charisma modifier (these bonus hit points are treated as an extraordinary effect). Lastly, a voidstalker has a pool of experience points that it can expend on various endeavors (though they do not count for leveling purposes) equal to it's HD * 1000.

Paralysis (Su):

Creatures hit by a voidstalkers touch attack or slam attack must succeed on a DC 36 fortitude save or be completely unable to take any actions for 1d10 minutes as the energy of the voidstalker interferes with the energy which flows through the victim. This paralysis can also apply to creatures that make physical contact with the voidstalker (both initial contact and for every round of maintained contact). Neither immunity to paralysis nor is freedom of movement ineffective against this ability though other voidstalkers are immune to this ability. The save DC is Charisma-based. A voidstalker may choose to refrain from using this ability when it would be eligible to do so but this is not a normal occurrence.

Psi-Like Abilities (Ps):

At will-quickened dispel psionics (augmented to +20), quickened greater metamorphosis, quickened greater psionic teleport, quickened hypercognition, quickened metafaculty, quickened psionic plane shift, quickened telekinetic force, quickened telekinetic maneuver, quickened telekinetic thrust, quickened time regression; 1/day—quickened reality revision. Manifester level equal to HD. The save DCs are Charisma-based.


Voidstalkers can learn and manifest powers as a psion with levels equivalent to their HD would. A voidstalker can learn powers off any list and can even learn psionic versions of spells (they must spend power points depending on what level the spell would be and such powers are always of the psychokinesis discipline as they are manipulations of energy). A voidstalker may use any metapsionic feats he knows without needing psionic focus. The save DCs and bonus power points are Charisma-based.

Power Points: 503

Regeneration (Ex)

Voidstalkers take normal damage from weapons forged by a blacksmith who is at least 20 points below their maximum sanity or good aligned weapons.

Rejuvenation (Su):

In most cases, it’s difficult to destroy a voidstalker through simple combat: The "destroyed" spirit will often restore itself in 1d2 days. Even the most powerful spells are usually only temporary solutions. A voidstalker that would otherwise be destroyed returns to unlife even when it would seem to be destroyed. As a rule, the only way to get rid of a voidstalker for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each voidstalker and may require a good deal of research and in some cases the voidstalker may not want to rest in peace (though fortunately such cases are always inclusive of a good alignment).

Speech (Su):

A voidstalker is capable of producing speech even if it's form would otherwise prohibit speech.

Spell Resistance (Ex)

Voidstalkers have spell resistance equal to their HD + 10.

Summon Allip (Sp):

A voidwalker can summon an allip up to ten times per day.

Telepathy (Su):

A voidstalker can communicate telepathically with anything capable of understanding some form of communication within 500 miles whose presence it is aware of.

Unnatural Aura (Su):

Animals, plants, and vermin can feel the unnatural presence of a voidstalker at a distance of 60 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range (this even applies through the normal immunity of plants and some vermin to mind-affecting effects). Animals, plants, and vermin with 3 or more intelligence may make a will save DC 36 each round to avoid being panicked. The save DC is charisma based.

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