b'Void Knight \n'b'  Medium   construct ,  lawful evil  \n'b'  Armor Class  18 (natural armor)  Hit Points  153 (18d8 + 72)  Speed  20 ft.\n'b' STATS STR: 22 (+6) DEX:  7 (\xe2\x80\x932)  CON:  18 (+4)  INT:  12 (+1)  WIS:  16 (+3)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  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 \n'b' SPECIAL TRAITS \n'b'\n'b'  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. \n'b'  Construct Nature . The void knight doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  Immovable . The Void knight can\xe2\x80\x99t be moved against its will, except by magical means. In addition, the knight has disadvantage on  Dexterity  ( Acrobatics ) and  Dexterity  ( Stealth ) checks. \n'b'  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. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The Void knight makes two Void Gauntlet attacks or three Void Bolt attacks. \n'b'  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 . \n'b'  Void Bolt .  Ranged Spell Attack : +7 to hit, range 120 ft., one target.  Hit : 21 (4d8 + 3) force damage. \n'b'  Pull of the Void (Recharge 5\xe2\x80\x936) . 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. \n'b'\n'b' ABOUT \n'b' 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. \n'b' 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\xe2\x80\x99s true form is the essence of the Void that churns within the armor. \n'b'  Unwavering Servant . The Void knight is created to follow its master\xe2\x80\x99s will, though it has its own independent thoughts and personality. Void knights are given free rein to accomplish their masters\xe2\x80\x99 wills through whatever means they deem necessary, and no two knights carry out orders in the same way. \n'b'  Alien Armor . The Void knight\xe2\x80\x99s 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\xe2\x80\x99s power and contains unstable Void essence within it. When the Void knight\xe2\x80\x99s armored body is destroyed, its unstable form collapses, releasing a shockwave. In this way, the knights\xe2\x80\x99 masters ensure nothing remains of the knights for others to study and replicate. \n'b' Void Henge \n'b' 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: \n'b'  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\xe2\x80\x99s 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\xe2\x80\x99s structures crumble to dust, destroying the henge. \n'b'  Tainted Ground . When a creature that isn\xe2\x80\x99t 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.'