Void Knight

Medium construct, lawful evil

Armor Class 18 (natural armor)
Hit Points 153 (18d8 + 72)
Speed 20 ft.

22 (+6) 7 (–2) 18 (+4) 12 (+1) 16 (+3) 10 (+0)

Saving Throws Str +10, Con +8, Wis +7
Skills Athletics +10, Perception +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities force, poison
Condition Immunities blinded, charmed, deafened, exhausted, frightened, paralyzed, petrified, poisoned
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 17
Languages Void Speech, telepathy 120 ft.
Challenge 10 (5,900 XP)
Proficiency Bonus +4


  • Call of the Void. If a creature within 5 feet of the Void knight attempts to move away from it, that creature must succeed on a DC 13 Strength saving throw or be unable to move away from the Void knight. If the creature uses magic to move, such as the misty step or freedom of movement spells, it automatically succeeds on this saving throw.
  • Construct Nature. The void knight doesn’t require air, food, drink, or sleep.
  • Immovable. The Void knight can’t be moved against its will, except by magical means. In addition, the knight has disadvantage on Dexterity (Acrobatics) and Dexterity (Stealth) checks.
  • Implosive End. When the Void knight dies, it collapses in on itself, releasing a wave of Void energy. Creature within 5 feet of it must make a DC 16 Dexterity saving throw, taking 18 (4d8) force damage on a failed save, or half as much damage on a successful one.


  • Multiattack. The Void knight makes two Void Gauntlet attacks or three Void Bolt attacks.
  • Void Gauntlet. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 18 (4d8) force damage. If the target is a Medium or smaller creature it must succeed on a DC 16 Strength saving throw or be forced prone.
  • Void Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 21 (4d8 + 3) force damage.
  • Pull of the Void (Recharge 5–6). The Void knight sends Void tendrils at up to three creatures it can see within 60 feet of it that are not behind total cover. Each target must succeed on a DC 16 strength Saving throw or be pulled up to 30 feet toward the knight. Then each creature within 5 feet of the Void knight takes 36 (8d8) force damage.


An unearthly suit of armor approaches with heavy footsteps. Its gauntlets end in sharp claws, and strange lights dance behind its visor. A black and purple void churns where its breastplate should be.

Void knights are created by powerful eldritch beings, elder evils, or other cosmic entities. After these constructs are forged, they are sent as elite soldiers to herald the coming of their masters or the end of the world. A servant of these Void beings, the knight’s true form is the essence of the Void that churns within the armor.

Unwavering Servant. The Void knight is created to follow its master’s will, though it has its own independent thoughts and personality. Void knights are given free rein to accomplish their masters’ wills through whatever means they deem necessary, and no two knights carry out orders in the same way.

Alien Armor. The Void knight’s armor is forged specifically for it to control, functioning as a body and a way for the Void knight to interact with its surroundings. The armor channels the Void knight’s power and contains unstable Void essence within it. When the Void knight’s armored body is destroyed, its unstable form collapses, releasing a shockwave. In this way, the knights’ masters ensure nothing remains of the knights for others to study and replicate.

Void Henge

A Void henge is a collection of small, carved stone or wood structures arranged in a 10-foot-radius circle. Arcane symbols decorate the structures and the ground between them. One void constructor can build 1 percent of a henge in an 8-hour night. A completed henge has the following traits:

Open Portal. An evil spellcaster or a Void constructor in the henge can spend 10 minutes focusing energy to open a one-way portal from another plane for 1 hour in the center of the henge. The portal summons an aberration, elemental, or fiend at the end of each minute, provided at least one creature died within the henge during that minute. The summoned creature appears in the henge and is immune to the henge’s Tainted Ground. The CR of the summoned creature equals the CR of the dead creature or half the total combined CRs of all creatures that died within that minute. When calculating CR, treat a CR 0 creature as CR 1/8. At the end of the hour, the portal closes, and the henge’s structures crumble to dust, destroying the henge.

Tainted Ground. When a creature that isn’t a construct or undead enters the henge or starts its turn there, it takes 4 (1d8) necrotic damage. A Void constructor that participated in building the henge can choose any number of creatures to be immune to this effect. If using the Void Taint rule (see Midgard Worldbook), a creature that spends at least 1 minute in the henge must succeed on a DC 15 Charisma saving throw or suffer 2 Void Taint and be afflicted with long?term madness.

Section 15: Copyright Notice

Tome of Beasts 3 © 2022 Open Design LLC; Authors: Eytan Bernstein, Celeste Conowitch, Benjamin L. Eastman, Robert Fairbanks, Scott Gable, Basheer Ghouse, Richard Green, Jeremy Hochhalter, Jeff Lee, Christopher Lockey, Sarah Madsen, Ben Mcfarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Chelsea Steverson, Brian Suskind, Mike Welham

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