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    Gnomes2169's Avatar

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    Default Re: The 5E DIY Dungeon Mastery Challenge #1: Make a Monster!

    Alright then, I have four days to convert the Void walker from the 3.0 online supplement "Dwellers of the Void" and update it as it would have been for my campaign anyway... I can most definitely do this.

    The Void Walker

    The most populous denizens of the plane between all planes, void walkers are unique among the cosmology for being divided in between the factions of the great void war, being found within the armies of creation, void and oblivion in roughly equal attendance, with some free agents popping up and wandering about on the void worlds from time to time. Primarily they serve as soldiers and assassins on the war torn plane, doing the bidding of their patron and being loyal almost to a fault. Those that appear on the mortal plane are there to hunt down dangerous individuals that could unbalance the war in the void... Or they are there to unbalance the war in the void. It really does depend on which side they ally with.

    Children of Void: The void walkers are the only mortal creations of the shattered demiurge Void. While originally they were designed to be genderless enforcers of balance between oblivion and creation, Void understood in its wisdom that no amount of planning or forethought could account for every variable, and it granted them full autonomy from its will, making the void walkers far more free than any divine servant before them, and more free than many that came after. After Gaia, the primal shard of Creation, gifted them genders and the ability to procreate, the Void Walkers became a proper race rather than simple servants. The demiurge of the Void never did understand the point of allowing its creations to reproduce on its own, and still doesn't to this very day, but it does not revoke this gift.

    Given free will and time to grow of their own accord, the void walkers began to worship and follow the tenants of Void's children, which was all according to Void's plan. When Nulles was overthrown and Eo took the seat of Oblivion, however, things became a little more... complicated.

    Three faction soldiers: Void walkers typically fall into one of three camps, or they flow in between them. Common traits for each faction are as follows:

    Creation: Those allied with creation tend to focus on finding the beauty in life and everything it holds. While this most often appeals to protectors, civilians and other peace-minded individuals, sometimes it attracts those who would seek power over others. After all, what is the point of gaining that power, only to be a pawn or wasting it on destroying your prize? Void walkers that choose to be allied with creation tend to look at the consequences of their actions and potential cost and collateral before they decide if an action is worth taking. They often take great pains to ensure that their target is isolated from innocents and civilians, and tend to believe that they have no business interfering in the lives of those who do not deal or tamper with the void.

    Void: Void walkers of the void have an average life expectancy of one year. Most often, these soldiers are directly created by Void itself, and as such they have the least variety, personality and sexuality of all of the void walkers. In fact, they tend to not even have genders or names, and just implicitly understand which one is being referred to when Void or any other being addresses them. These void walkers believe that balance must be maintained at any cost, and they will work tirelessly to ensure that the balance is maintained or restored. Their sense of humor and voice are equally dry, and most other void walkers describe these ones as, "boring," "dull," and "sticks in the mud." However, they are also incredibly loyal, if temporary, companions to have at your side. These void walkers also tend to be arrogant, boasting that they serve "the first shard itself," and they typically refuse to use any language beside primordial to communicate, as any other tongue is "filth unfit to be spoken" by the void's champions.

    Oblivion: Few know where Eo gets his void walker troops, as for all intents and purposes the oblivion worlds appear to have no cities, no civilization and no place they could spawn from. This does not stop Eo from having his own legions of loyal psuedo-immortal soldiers. Void walkers from this faction tend to care about three things, power, knowledge and themselves. There are a few who cannot stand Eo and and his war mongering ways, who instead continue to worship the dead primal shard Nulles, but for the most part oblivion's void walkers are motivated by greed, lust and envy and are more than willing to bow to the usurper for them. More solitary than the other void walkers, followers of oblivion tend to see other beings, including void walkers of the same faction, as blights and obstacles, and they treat them accordingly. Any interactions with other beings are made purely for their own benefit, or because Eo gave them direct orders to do so.

    Inter-planar assassins: When Void created these beings it meant for them to be the firm, unseen hand that kept order. It gave them them the proper tools for this purpose, making them adaptable in mind and body, and giving them a singular will and drive to allow them to ignore the damage done to their bodies. The greatest skill granted to the walkers is the ability to bend light and shadow to conceal themselves, and this is the skill that defines their role these days. Some of the most feared assassins within the void, they are trained to use their gifts to find, spy on and mark targets, taking them out before they can even become a threat. Sometimes they are sent into the mortal plane to take care of cults or others researching how to tap into the void, as some secrets are better left undiscovered.

    Before a void walker strikes, they will leave four signs for their target. They will leave these signs in places that cannot be missed, though they are not particularly obvious as far as signs go. Usually they are a row of four related objects left on a work bench or the front door of a target, and they can be anything, from four differently shaped spoons made of four different materials, to four different relics, or four different parts of the same animal. Whatever they are, these four items serve as a last warning to their target, telling them to back off and let things die. If their target doesn't get it (they almost never realize that the sign is anything more than a prank or collection of items they forgot to put away), then the void walker, their friends and any other forces they called in to help them will take the appropriate actions. These strikes come fast, are well coordinated and often go completely unheard of after they are done. Targets disappear, and everything goes back to normal as the void walkers return to their home and move onto the next mission.

    Appearance: Generally, a void walker will be between 7-8 feet tall, thin, white or grey skinned and have moderately long black, silver or white hair. In most ways they physically resemble a human, with slightly sharper and more pronounced features, right down to having two eyes that are not only the same color as each other, but which pupils and an iris! However, unlike a human these eyes have pupils which are a horizontal slit, and the color of the iris is different depending on which faction they swear allegiance to. Followers of creation have golden eyes, those of void have silver, and the worshipers of oblivion have the darkest obsidian black, to the point where they appear to not have pupils.

    Those void walkers who remain unaligned are similar in every physical way to others of their race except for their eye color. Their eyes change between colors over the course of the day, most often becoming a fiery ruby, opaque emerald, electric topaz or deep sapphire. Often these will reflect the moods of the void walker at any given moment, making them some of the worst liars in all of creation. For each void walker the colors will represent different things. For example; Blue for one void walker may represent grief and disappointment, while for another it represents passion and joy. The ony color that seems to be consistent between each walker is violet, which represents such deep, violent loss and sorrow that it borders on being suicidal. Given the rarity of unaligned void walkers, this color shift seems to be a random, violent thing to most races, and even most void walkers do not understand why their unaligned bretheren have such sudden chromatic shifts.

    Age: Most void walkers only live to their mid 30's or 40's because of their life style and the chaos of the war raging on their home plane. Those on the side of the void have... slightly shorter life expectancies. Often created directly on the battlefield fully equipped and trained, they last maybe a year. That is, if they survive their first battle at all.

    However for those that do not choose the life of a soldier or assassin, and who somehow avoid the war itself, life expectency skyrockets. A void walker will age much like a human until their 26th or 27th birth day, at which point their aging process slows to less than a crawl. The oldest void walker ever recorded was 432 years old... And she died choking on a chicken bone. Some people estimate that a void walker has a maximum age of 450, some say it's 500, but most agree that it is within that range.

    Society: Oddly enough, despite the strong presence of a military body within the ranks of the void walkers the majority of their societies are not actually militaristic. The system of rule varies from faction to faction and world to world, but for the most part void walker societies look like this:

    Creation: The majority of the void walkers of creation are led by a republic elected from the ruling elite and heroes. Some influences of a theocracy slip in during times of emergency, which is when Gaia, their greiving deity, will select a void walker among them to rise up as the dictator and lead her people to victory and salvation. The societies of creation exist as a buffer between Gaia and Eo, serving as their god's protection from the mad king of oblivion as they look for some way to strike back and kill Eo to end this terrible war.

    Void: The people of the void faction are lead directly by their shattered god in one of the most heavy-handed theocracies to ever exist. This is mostly because they tend not to live long enough to develop a more complex system than their god really wanting it, but for what it is, the system works well enough. As Void, the god that the society and plane are named after, cannot be on every world and every battlefield, it has granted station and power to trusted advisors and generals, dubbing them Prophets and Disciples respectively. These mortals are basically demi-gods, who further divide their power to appointed Bishops and Cardinals who are put in charge of major cities and towns and battalions of troops. From there, the various Priests and Acolytes are appointed to lead specific communities and squads of troops, and that is where the divine favor is spread too thin for any more divisions. Special mention should be made of the High Prophet Ephiel, who is the right hand of Void, a voidwalker who rose to demi-god status and the immortality that goes with it, and who abandoned his flesh for the bone of lichdom. Ephiel is treated as the voice of Void, and some whisper that he is the real power behind the divine throne.

    Oblivion: Less of a society and more of a loosely allied state of anarchistic clans held together kicking and screaming by Eo, oblivion is basically one pebble throw away from collapsing under its own weight. The strongest individuals are the ones that rule, while those that are weaker simper and beg for scraps, plotting their own vengeance and rise to power. Unlike other factions, the void walkers of oblivion are not the ones with power or rank, they are instead servants to the horrors and creatures that they draw power from, and are often jealous, spiteful creatures because of their station.

    Unaligned: Though they only have three cities of their own, and only one on the mortal plane, the void walkers who owe allegience to no god base the societies they forge around the ideals of a meritocracy, where those with the greatest merits and accomplishments are those that lead. For most races this results in competing guilds, and the void walkers are no exception to the rule. While slightly more unified than most guild societies, there is still healthy (and sometimes dangerous) competition between each of the guilds. More often than not, the single city of unaligned void walkers is all the contact mortals outside of the void will have with this race, and even these encounters are horribly, horribly rare.

    Spoiler: Void walker
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    "Even the least of the void dwellers should frighten you, child. For though they may be weak and of ill frame, they are instilled with a natural grace that can strike with cruel, unforgiving accuracy. You might see these nameless assassins as common soldiers... Of course, that's only if they allow you to see them at all."
    -Journal of the trap master, warning adventurers and seekers of power alike.


    Void walker
    Medium humanoid (extraplanar), 33% NG, 33% TN, 33% NE, 1% Any
    Armor Class 13 (15 with shield) (leather armor)
    Hit Points 10 (3d8-3)
    Speed 30 ft
    Str Dex Con Int Wis Cha
    7 (-2) 14 (+2) 9 (-1) 13 (+1) 10 (+0) 11 (+0)

    Skills Investigation +3, Stealth +4
    Senses Darkvision 120 ft, passive Perception 10
    Languages Primordial
    Challenge 1/4 (75 XP)

    Deciphering mind: The void walker has advantage on all intelligence saving throws and intelligence checks.

    Sleepless: This creature does not require sleep, and is immune to the spell sleep. Its long rest lasts for 4 hours instead of 8 and it goes into a meditative state to replenish its energies instead of sleeping

    Void Shroud (1/ long rest): The creature becomes invisible for 10 minutes or until they make an attack or cast a spell, and cannot be detected by Blindsight or Blindsense. If a creature makes a DC 20 Wisdom (perception) check, that creature detects a shimmering in the air, and knows the location of this creature.

    Actions

    Rapier: Melee attack; Versatile, +4 attack, reach 5', one target. Hit: 6 (1d8+2) slashing damage 1-handed or 7 (1d10+2) piercing damage.

    Hand crossbow: Ranged attack, +4 attack, range 30'/ 120', one target. Hit: 5 (1d6+2) piercing damage on hit.


    Spoiler: Void walker hunter
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    "Elite troops that stalk intermediate prey, the hunter is far more skilled and resilient than their lesser ilk. Combining magic and blade, as well as increasing their already unnatural speed to even greater heights, there are few creatures that can escape the end of their blades."
    -The Gyde for Unnatureal Creatures (By Anterson Asper)


    Void walker hunter
    Medium humanoid (extraplanar), 33% NG, 33% TN, 33% NE, 1% Any
    Armor Class 15 (17 with shield) (studded leather)
    Hit Points 93 (17d8+17)
    Speed 40 ft
    Str Dex Con Int Wis Cha
    10 (+0) 16 (+3) 12 (+1) 17 (+3) 12 (+1) 11 (+0)


    Saving throws: Dexterity +6, Constitution +4, Intelligence +6
    SkillsAcrobatics +6, Investigation +6, Perception +7, Survival +4, Stealth +6
    Senses Darkvision 120 ft, passive Perception 17
    Languages Common, primordial, one other of their choice.
    Challenge 5 (1,800 XP)


    Deciphering mind: The void walker has advantage on all intelligence saving throws and intelligence checks.

    Spellcasting: The hunter is a 7th level spellcaster. Its primary casting stat is intelligence (spell save DC 14, +6 to hit with spell attacks). The void walker hunter has the following spells prepared:

    Cantrips (At will): mage hand, minor illusion, truestrike
    1st level (4 slots): fog cloud, hunter's mark, sleep
    2nd level (3 slots): cordon of arrows, pass without trace, silence
    3rd level (3 slots): haste, hunger of Hadar, lightning arrows
    4th level (1 slot): confusion

    Sleepless: This creature does not require sleep, and is immune to the spell sleep. Its long rest lasts for 4 hours instead of 8 and it goes into a meditative state to replenish its energies instead of sleeping

    Void Shroud (2/ long rest): The creature becomes invisible for 10 minutes or until they make an attack or cast a spell, and cannot be detected by Blindsight or Blindsense. If a creature makes a DC 20 Wisdom (perception) check, that creature detects a shimmering in the air, and knows the location of this creature.

    Actions

    Multiattack: The hunter makes two attacks when they make the attack action, two with their rapier or two attacks with their long bow.

    Rapier: Melee attack +6 attack bonus, range 5', one target. Hit: 7 (1d8+3) piercing damage and 3 (1d6) psychic damage.

    Longbow: Ranged attack +6 attack bonus, range 150'/600', one target. Hit: 7 (1d8+3) piercing damage.


    Spoiler: Void walker assassin
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    "The perfect agents to use against all of our... problems. The void walker assassin is highly mobile and hard to find even for members of its same occupation. They will be our punishment squad, sent to kill any dissenters and any who would learn the most terrible, dangerous secrets of reality..."
    -Ephiel, right hand of the Void.


    Void walker assassin
    Medium humanoid (extraplanar), 33% NG, 33% TN, 33% NE, 1% Any
    Armor Class 17 (studded leather armor)
    Hit Points 142 (21d8+42)
    Speed 35 ft
    Str Dex Con Int Wis Cha
    12 (+1) 20 (+5) 15 (+2) 18 (+4) 14 (+2) 13 (+1)


    [b]Saves:/b] Dexterity +9, Intelligence +8, Wisdom +6
    Skills Acrobatics +9, Deception +5, Intuition +6, Investigation +12, Perception +10, Stealth +9
    Tools: Thieves tools
    Senses Darkvision 120 ft, passive Perception 20
    Languages Common, primordial, Thieve's Cant
    Challenge 9 (5000 XP)


    Deciphering mind: The void walker has advantage on all intelligence saving throws and intelligence checks.

    Sleepless: This creature does not require sleep, and is immune to the spell sleep. Its long rest lasts for 4 hours instead of 8 and it goes into a meditative state to replenish its energies instead of sleeping.

    Hidden strike: The first time the assassin hits a creature they have advantage against in a round, that creature is dealt 28 (8d6) bonus damage. The damaged creature is allowed to make a DC 17 constitution saving throw for half damage from this effect.

    Void Shroud (3/ long rest): The creature becomes invisible for 10 minutes or until they make an attack or cast a spell, and cannot be detected by Blindsight or Blindsense. If a creature makes a DC 20 Wisdom (perception) check, that creature detects a shimmering in the air, and knows the location of this creature.

    Actions

    Multiattack: When the assassin makes an attack action, they may make one attack with their short sword and one attack with their dagger, or two thrown dagger attacks.

    Short sword: Magic melee attack, +10 attack, range 5', single target. Hit: 9 (1d6+6) piercing damage and 7 (2d6) psychic damage.

    Dagger: Magic melee or ranged attack, +9 attack, range 5' or 20'/60', single target. Hit: 7 (1d4+5) piercing damage and 7 (2d6) psychic damage. The assassin has 1 dagger that automatically returns to it the instant it hits a target. If the assassin is slain, this dagger is immediately destroyed.

    Reactions

    Shadow warp (1/ long or short rest): After being hit by an attack but before damage is rolled, the assassin immediately teleports to an open space within 60', causing the attack to miss. This movement does not provoke and opportunity attack.

    Blade dance: When a creature makes a melee attack roll against the assassin and the attack misses, the assassin makes a melee attack against the creature with their dagger.


    Spoiler: Void walker captain
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    "Leaders, veterans and powerful warriors all, those void walkers who attain the rank of captain are the pillars of any void army. While they are not as offensively geared as many of the soldiers they lead, a captain is an inspiring figure who pushes his troops, making them more powerful and resilient to the most horrifying of attacks, whether they target the body or the mind."

    Void walker captain
    Medium humanoid (extraplanar), 33% NG, 33% TN, 33% NE, 1% Any
    Armor Class 23 (Full plate, shield, commanding aura)
    Hit Points 175 (22d8+66)
    Speed 30 ft
    Str Dex Con Int Wis Cha
    22 (+6) 14 (+2) 17 (+3) 20 (+5) 13 (+1) 18 (+4)


    Saves: Strength +10, Constitution +8, Intelligence +9, Wisdom +5
    Skills Athletics +10, Intimidation +8, Investigation +9, Persuasion +8
    Senses Darkvision 60 ft, passive Perception 11
    Languages Common, primordial, two others of their choice.
    Challenge 12 (8400 XP)

    Aura shield: Whenever the captain or an allied creature is dealt damage by an an attack, spell or other effect with a saving throw, roll 1d8. The damage taken is reduced by the amount rolled.

    Commanding aura: Friendly creatures within 20' of the captain may be given an order as a bonus action while in this aura and they gain advantage on their next attack roll or skill check.

    Deciphering mind: The void walker has advantage on all intelligence saving throws and intelligence checks.

    Sleepless: This creature does not require sleep, and is immune to the spell sleep. Its long rest lasts for 4 hours instead of 8 and it goes into a meditative state to replenish its energies instead of sleeping.

    Spellcasting: The captain is a level 11 spellcaster. Its spellcasting ability is intelligence (spell save DC 16, +8 to hit with spell attacks). The void walker captain has the following spells prepared:

    Cantrips (at will): resistance, sacred flame, spare the dying
    Level 1 (4 slots): bless, compel duel, heroism, wrathful smite
    Level 2 (3 slots): aid, branding smite, magic weapon
    Level 3 (3 slots): blinding smite, crusader's mantle, mass healing word
    Level 4 (3 slots): aura of life, freedom of movement, staggering smite
    Level 5 (2 slots): banishing smite, mass cure wounds
    Level 6 (1 slot): heroes' feast

    Void Shroud (2/ long rest): The creature becomes invisible for 10 minutes or until they , and cannot be detected by Blindsight or Blindsense. If a creature makes a DC 20 Wisdom (perception) check, that creature detects a shimmering in the air, and knows the location of this creature.


    Actions

    Multiattack: The captain makes two attacks with its Blade of Beginnings and Endings, and one with its shield bash.

    Shield bash: Melee attack, +10 attack, range 5', single target. Hit: 8 (1d4+6) bludgeoning damage, and the target must make a DC 18 strength saving throw or be shoved back 5' or knocked prone at the captain's choice.

    Blade of Beginnings and Endings: Magic melee attack, +12 attack, range 5', single target. Hit: 14 (1d12+8) slashing damage, 4 (1d8) radiant damage and 4 (1d8) necrotic damage.

    Reactions

    Parry: When an attack would hit the captain, they may use their reaction to increase their armor class by +4 against the attack.

    [b]Shield cover:[b] As a reaction to failing a dexterity saving throw, the captain may remake the saving throw with a +2 bonus.

    Spoiler: The Blade of Beginnings and Endings
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    A peculiar weapon: The Blade of Beginnings and Endings is born of the void, and all the potential and darkness that lays within. This blade may only be attuned to a being from the void, typically void walkers. Without attunement the blade is a longsword that has a +1 to its attack and damage rolls. Once the blade is attuned, it loses the versatile quality, increases its damage die to 1d12, increases its attack and damage bonus to +2 and it deals 1d8 radiant and 1d8 necrotic damage on a hit. Additionally, the wielder and any allied creature within 20' benefit from the aura shield ability, reducing all incoming damage by 1d8.

    Attunement: The only way to end this attunement is to slay the wielder, and there is a 50% chance that this process will permanently destroy the blade, causing it to revert into a normal longsword.

    Appearance: The blade is ornate, from the polished obsidian blade, to the opals and platinum etching. The center of the hilt holds a blue and white star tear gem, which radiates with the magical energies. A silver aura glows around the blade's edge, and the fact that it is worth more than a small dutchy is more than apparent to anyone looking at it. Even without the magic, the raw materials are likely worth around 12,000 gold, and any warrior that can claim it as a trophy would be propelled to noble status if they sold it... or it would make an object of envy above the fire place.

    Rarity and creation: The cost of the materials and complexity of magic ritual that goes into this weapon's creation vastly limits their commonality. Typically, each faction on the void, with all of their grand mages, demigods and proto-gods can only craft a small handful every decade, so they are reserved and crafted specifically as a reward for those that show the greatest valor and dedication to their cause. Being designed for one specific creature, a Blade of Beginnings and Endings will often die with its wielder if the later falls in the line of duty. For this reason, the blade is often given their wielder's family name and are treated as more of an extension of their master's body than just a tool or overly ornate decoration. No two blades look the same, and each one has their name etched into the star tear gem, allowing anyone familiar with the blade to immediately identify if a sword belongs to its wielder or if it was stollen.


    Spoiler: Void walkers as player characters
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    Not all void walkers are controlled by a particular side, and not all of them that succeed at their task return home... in fact, some of them find that the freedom from responsibilities is alluring enough to just abandon their mission entirely, though such void walkers should take care to not become too famous, as the void has eyes and ears everywhere and deserters typically are not allowed to walk around unpunished. Often well trained and focused on the arts of war, the life of heroism and adventure calls to a void walker like a siren to a sailor; seductive, sweet and full of promise. Language barrier and cultural differences may just lead to more than a few misunderstandings, but if a void walker can rise above them, then they can be valuable allies.

    Names: Void walker names, while they can be unique and differ much like a human's, tend to be themed around the faction the void walker is born into. Common names include:

    Male names: Aster, Aira, Aren, Bronn, Cailis, Doram, Empheril, Ender, Gaius, Feris, Kaose, Omega, Lorac, Malzihar, Null, Serin, Terra, Xephile, Vorbrin, Woril, Zed.

    Female names: Aima, Aria, Brinn, Cailin, Dores, Emilia, Endira, Gaian, Frigga, Kylie, Orrin, Lorana, Melinda, Nega, Sienna, Terrin, Xinn, Violet, Willow, Ziana.

    Ability scores: +1 to either Strength, Dexterity or Constitution, +2 to either Intelligence, Wisdom or Charisma
    Size: Medium
    Land speed: 30'
    Improved dark vision: Darkvision 120'
    Weapon proficiencies: Rapier, light crossbow, scimitar
    Skill proficiencies: Stealth
    Deciphering mind: The void walker has advantage on all intelligence saving throws and intelligence checks.
    Sleepless: This creature does not require sleep, and is immune to the spell sleep. Its long rest lasts for 4 hours instead of 8 and it goes into a meditative state to replenish its energies instead of sleeping.
    Void Shroud: The creature becomes invisible for 10 minutes or until they make an attack or cast a spell, and cannot be detected by Blindsight or Blindsense. If a creature makes a DC 20 Wisdom (perception) check, that creature detects a shimmering in the air, and knows the location of this creature. Once used, the Void Walker must complete a long rest before they can use Void Shroud again.


    Spoiler: Void Walkers as NPC's
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    The Void Walker stat block may be applied to any NPC humanoid found in the back of the Monster Manual, Volo's Guide to Monsters, and any similar book with a list of NPC professions and titles.

    A creature with the Void Walker stat block gains +1 Dexterity, +2 Intelligence, and gains the Sleepless, Deciphering Mind and Void Shroud (1/ long rest) abilities.


    Spoiler: Combat
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    The void walker is an opportunist who thinks before he acts. Often encountered only in small troops or alone, they only fight if they perceive that they have some advantage. Whether that be in numbers, positioning or just resources, if they believe that the fight will end in their favor, they will take advantage of the situation and spring their attack. If they have no advantages, or if their enemy has just proven too powerful, the void walker will seek to avoid confrontation so that they can get into a better position. Sometimes a void walker with his back against the wall has been known to strike a deal or even just surrender to his or her foe, trying to buy themselves time to regain their advantage or just escape. They are not cowards by any means; in fact, if they see a path that will certainly kill the majority of their party but that has a chance of accomplishing their goal, they will take it... it's just that they would rather live to fight another day if given the choice.

    Before battle, a void walker will use their ability to hide themselves anywhere to get into an optimal position before they strike. Intelligent and observant, the void walker will either immediately go after his or her target, or they will try to kill or drive away those protecting their targets, depending on which faction they are from. Ex: A void walker from oblivion has no problems killing guards or civilians to neutralize a target, while a void walker from creation will try to keep collateral to a minimum.

    In combat, a void walker is difficult to pin down as they can hide in the blink of an eye. Often they will do this if they are injured or if they are focused on by one or more foes to disorient them, allowing the void walker to get into an unexpected position or to escape. A void walker will typically attempt to neutralize more lightly protected foes first, since they tend to fall down faster, and it will give them more of an advantage if they take out an enemy and swing the numbers in their favor. If injured too greatly, the void walker will retreat to recover and make a new plan. They will research their enemy, and after finding out all they can, they will enact an optimal plan to remove the obstacle from their path. Note, not all plans will target a character's physical health...


    Spoiler: Void walkers and planar binding or gate
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    Being extraplanar means that the void walker lives on a different plane, and they may be summoned and bound by spells that only target outsiders such as demons or angels. Depending on which faction of the void the walker is from, they might have different goals or desire different payments for their assistance. Most often they will be in the business of brokering information, or they might help hunt down and slay a mutual target. It is very uncommon for a void walker to willingly accept a long term contract as a guard, spy or enforcer, despite them being so adept at the job, and they take exceptional offense to being bound or summoned against their will. An involuntarily bound void walker has been known to rebel in every possible way they have available against their ever so temporary masters, going so far as to put them in danger or indirectly kill or otherwise injure the arrogant fool holding them against their will if given the opportunity.

    The independent nature of the void walker leads them to talk and even act out of turn. They will even go out of their way to pursue their own goals unless given direct orders to do the contrary! As such, many of the less strict summoners have found void walkers to be a gamble as far as how useful or reliable their void walker "servants" end up being.

    When all is said and done, the void walker, while a skillful and very knowledgable ally, also expects to remain at least slightly autonomous, and expects to be freed from their bondage after their duty has been completed. Be warned, a slighted void walker is a dangerous opportunist who has many allies to call upon, and one should be careful in their dealings with these extraplanar assassins.


    Wildcards

    Legacy: This creature, while heavily modified from its original form, appeared both in a 3.0 supplement to the Oriental Adventures campaign setting, and as a summoned monster for one of the classes in 4e. It has not kept a consistent fluff in either edition, so I'm more than happy to mess with it.
    Unorthodox Camouflage: Their ability to bend light to their will as an active cloaking ability makes the void walker both hard to detect and difficult to lock down even in combat. It's usually better than hiding normally, has some loopholes (certain creatures can see though it easier than others, can't move too fast, can't cast spells or attack) and would usually be for setting up/ escaping battles.
    Exotic Communication: Primarily speaking in primordial means that the vast majority of PCs will not understand a void walker, and their signs and signals as well make them a bit more difficult to understand as well. While the more advanced or remarkable ones are capable of speaking in common, they only do so if they are taunting a target or if they absolutely need to, saving that revelation for an advantage at a later date.
    Friend or Foe?: Able to be bound, summoned and even played, the void walker does seem to fit this category nicely, one would think.
    Cultural divide: Being from three distinct and alien societies based on the protection of ideals and terrible, ancient secrets makes interactions with a void walker difficult. So usually, transactions between the void walker and other mortals are kept to a business-only standard.
    Last edited by Gnomes2169; 2018-02-08 at 04:18 AM.