Vassal of Nul (5e Creature)

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Vassal of Nul[edit]

Large aberration, lawful neutral

Armor Class 13
Hit Points 225 (18d10 + 126)
Speed 0 ft., fly 60 ft. (hover)

1 (-5) 16 (+3) 24 (+7) 16 (+3) 16 (+3) 16 (+3)

Saving Throws Str +1
Damage Immunities bludgeoning, piercing and slashing from nonmagical attacks; poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses passive Perception 13
Languages Common, Deep Speech
Challenge 18 (20,000 XP)

Regeneration. The vassal regains 50 hit points at the start of each of its turns. If the vassal takes force or psychic damage, this trait doesn't function at the start of the vassal's next turn.

Reformation. When the vassal starts its turn on 0 hit points and doesn't regenerate, it uses its etherealness action to shift into the Ethereal Plane. There it waits for 1d100 + 1 days while it reconstitutes its form, at the end of which time it regains 1 hit point.

Incorporeal Movement. The vassal can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Magic Weapons. The vassal's weapon attacks are magical.

Aberrant Fortitude. If the vassal is subjected to a magical effect that allows it to make a saving throw to take only half damage it instead takes no damage if it succeeds on the saving throw and only half damage if it fails.

Legendary Resistance (3/Day). If the vassal fails a saving throw, it can choose to succeed instead.

Unholy Fortitude. If damage reduces the vassal to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken. On a success, the vassal drops to 1 hit point instead.

Aura of Stasis. Creatures and objects within 120 feet of the vassal don't age and magic can't cause them to age.


Multiattack. The vassal makes two attacks with its chill touch.

Chill Touch. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 34 (7d8 + 3) cold damage.

Etherealness. The vassal magically enters the Ethereal Plane from the material plane, or vice versa.


The vassal can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vassal regains spent legendary actions at the start of its turn.

Heal. The vassal regains 5 hit points.
Chill. The vassal targets one creature within 5 feet of it. The target must succeed on a DC 18 Constitution saving throw or take 11 (2d10) cold damage.
Breath of Chaos (Costs 3 Actions). The vassal exhales a 60-foot cone of shimmering, reality-distorting gas. Each creature in the area must make a DC 18 Constitution saving throw, taking 14 (4d6) force damage on a failed save and half as much damage on a successful save.

Outside time, space and reality, far from the material plane, lurk creatures known as the Old Ones—mightier than the gods themselves, able to defy the very nature of reality and alter time and space with a simple thought. The most ancient of the Old Ones is Nul. While Ged and M'shukk, the other old ones, are immortal creatures, both were born at some point. Nul was never born—it has always existed and will always exist. It is without beginning or end. Nul's presence holds off death and prevents decay- freezing everything it touches with its own eternity.

Eldritch Transformations. The touch of the Old Ones is capable of warping and changing the inhabitants of the material plane to more suit their unholy natures. Performing certain rites over a corpse raises that body as a scion of Nul—a shrivelled and desiccated figure that looks like the body of an aeons old mummy. While intelligent, Nul is mostly uncaring about the plight of its followers and its scions wander aimlessly about the world, un-tethered to anyone and watching the universe rot away around them.

Immortal Watchers. A scion of Nul is functionally immortal creature—but it can still be slain by physical injury. There do exist rituals, however, to tap into the eternity inherent in Nul and draw just a little more of its time-freezing power into a corpse. Doing so causes the corpse to dissolve into a bluish mist, creating a vassal of Nul—a creature that truly is immortal and unkillable, ready to watch the universe forever.

Blot on Reality. A vassal of Nul resembles a cloud of flickering bluish mist. In the center of this cloud floats a vaguely humanoid form, resembling a withered, shriveled corpse, its breath misting on the air. An unearthly chill follows the vassal wherever it goes. Its form is resistant to the effects of magic, its aberrant nature bending and puncturing the natural magical weave—giving it the unusual ability to resist spells and other magical effects that would harm it. The vassal also has the ability to exhale a rippling cone of distortion energy that tears the very fabric of reality to shreds, as well as any creature that gets in the way. While the vassal is often mistaken for some form of undead, it is in reality an aberration.

Wanderers of the Universe. Floating through the material plane constantly, vassals of Nul never cease their constant wandering. While their ethereal bodies are eternal, the mind of a vassal of Nul is subject to the ravages of time just as much as any mortal intellect. Unless they keep their brain active, ancient vassals frequently forget who they are and lose full understanding of their surroundings. If they do, the humanoid form floating at the center of their mist fades until they are simply a cloud of wandering chill. A vassal hungers for the life of mortals—their blood pumping with a warmth it does not know. When it finds them, it attempts to suck the vitality from them. When a vassal attacks a village or town, mighty adventurers are needed to destroy it. If they do manage to overcome its inhuman resistance, they can banish it temporarily to the space between worlds. This only a temporary measure, however. Truly immortal, the vassal doesn't stay dead for long.

Immortal Nature. A vassal of Nul does not require air, food, drink or sleep.

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