Null Tide

Is there any greater desperation than that of the drowning grasping for one last breath? In the darkest depths of the ocean, prayers for salvation may reach the ears of an unwelcome savior. Humanoids from both land and sea have been twisted by the void that lurks below the waves, infused with a dark parody of sorcery to become null tides. These shapeshifting spellcasters travel in animal form, ever searching for the next wizard or druid to obliterate in a contest of magical might. They are the most conversational of the voidborn, but they use their gift of language primarily to taunt their foes. In rare moments during which their original consciousness emerges, a null tide may beg for a swift end to its torment. When not in an assumed shape, a null tide resembles an oily mass, squiring across any surface it encounters with an insatiable hunter.


NULL TIDE

Medium aberration, chaotic evil


Armor Class 15 (natural armor)
Hit Points 165 (30d8 + 30)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 12 (+1) 22 (+6) 11 (+0)

Saving Throws Con +6, Int +6, Wis +11
Skills Medicine +11, Nature +6, Perception +11, Stealth +8
Damage Resistances bludgeoning, piercing, and slashing from magical weapons
Condition Immunities charmed, frightened
Senses truesight 120 ft., passive Perception 21
Languages Common, Druidic, Primordial
Challenge 14 (11,500 XP)


TRAITS

Draining Aura. At the start of each of its turns, creatures within 30 feet of the null tide must succeed on a DC 19 Wisdom saving throw or lose 19 (3d12) hit points and have their hit point maximum reduced to their current hit points. This effect can only be removed by greater restoration or similar healing magic. If a creature’s hit point maximum would be reduced to 0 by this feature, it is reduced to 1 instead.

Spellcasting. The null tide is a 16th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The null tide has the following spells prepared, which it can cast without the need for material components:

  • Cantrips (at will): mage hand, frostbite†
  • 1st level (4 slots): dissonant whispers, hideous laughter, shield
  • 2nd level (3 slots): crown of madness, darkness, hold person
  • 3rd level (3 slots): counterspell, dispel magic, tidal wave†
  • 4th level (3 slots): banishment, ice storm
  • 5th level (2 slots): cone of cold, mislead
  • 6th level (1 slot): chain lightning, investiture of ice†
  • 7th level (1 slot): finger of death, simulacrum
  • 8th level (1 slot): feeblemind

Void Resilience. The null tide has resistance to all damage from spells and has advantage on saving throws against spells. If the null tide succeeds on a saving throw against a spell and suffers an effect on the success, it instead suffers no effect.

Voidcasting. When the null tide deals damage to a creature with a spell, the creature instead takes no damage and loses a number of hit points equal to the damage that would have been dealt (before damage resistances and immunities).


ACTIONS

Multispell. The null tide casts two spells, one of which must be a cantrip.

Change Shape (3/Day). The null tide may change into the form of a giant eagle, hunter shark, or killer whale. Its equipment merges with its form. In its new form, it retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced with those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions that the new form has but it lacks. It can cast spells with verbal or somatic components in the new form.

Voidbolt. Ranged Spell Attack: +11 to hit, range 60 ft., one target. Hit: The target loses 16 (3d10) hit points.


Ref: TPKB1 p261