Void Walker

Medium Outsider (Evil, Extraplanar, Void) — CR 5

()Updated 3.5

Void Walker is a D&D 3.5 monster from —. CR 5, HD 6d8+18 (45 hp).

Hit Dice
6d8+18 (45 hp)
Initiative
+6
Speed
land 30 ft, 30 ft.
Base Attack / Grapple
+6/+10
Attack
Katana +12 melee
Full Attack
Katana +12/+7 melee (1d10+6/19-20)
STR
18
DEX
23
CON
16
INT
16
WIS
16
CHA
18
Fort / Ref / Will
+8 / +11 / +8
Challenge Rating
5
Alignment
Any evil
Organization
Solitary plus 1d8 void hounds
Treasure
Standard
Level Adjustment
+6

Special Abilities

Immunity to Energy Drain

Feats

The pain ability works by touch. A living creature touched must make a Fortitude save or be wracked by searing pain for 1 minute. While the pain lasts, the victim takes a -4 penalty on attack rolls, skill checks, and ability checks. A void hound can avoid magical and unusual attacks with great agility; it has the evasion special ability. If the creature makes a successful Reflex save against an attack that normally deals half damage on a successful save, the void creature instead takes no damage. A helpless void creature does not gain the benefit of evasion. A void creature must be wearing light or no armor to benefit from evasion. Evil Subtype A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction). Extraplanar Subtype A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures. Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.

Description

The pain ability works by touch. A living creature touched must make a Fortitude save or be wracked by searing pain for 1 minute. While the pain lasts, the victim takes a -4 penalty on attack rolls, skill checks, and ability checks. A void hound can avoid magical and unusual attacks with great agility; it has the evasion special ability. If the creature makes a successful Reflex save against an attack that normally deals half damage on a successful save, the void creature instead takes no damage. A helpless void creature does not gain the benefit of evasion. A void creature must be wearing light or no armor to benefit from evasion. Evil Subtype A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction). Extraplanar Subtype A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures. Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.