Lesser Void Fiend

Medium fiend, chaotic evil

Lesser void fiends are the foot soldiers of the Void's more organised intrusions. They are roughly humanoid in shape --- two arms, two legs, a head --- but the details are wrong. Their proportions shift when you look away. Their skin is a dark, oily substance that absorbs light. Their faces have too many features or too few, and which combination you see changes each time you blink. They are intelligent enough to follow orders, lay ambushes, and use weapons, but their intelligence is alien --- they don't understand mercy, fear, or surrender as concepts, only as things other creatures do that can be exploited.

Armor Class:15 (natural armor)
Hit Points:65 (10d8 + 20)
Speed:30 ft, fly 30 ft
Challenge:CR 5
STR
16 (+3)
DEX
15 (+2)
CON
14 (+2)
INT
12 (+1)
WIS
10 (+0)
CHA
14 (+2)
Saving Throws:DEX +5, CON +5, WIS +3
Skills:Deception +5, Stealth +5
Damage Resistances:Cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities:Poison
Condition Immunities:Poisoned
Senses:Darkvision 120 ft, passive Perception 10
Fear Check:DC 13 Wisdom save when first encountered.

Traits

Magic Resistance. The fiend has advantage on saving throws against spells and magical effects.
Void Tongue. The fiend can communicate telepathically with any creature within 60 feet that has a language. It cannot read minds --- only send and receive messages.
Shadow Shift. As a bonus action, the fiend can teleport up to 15 feet to a space in dim light or darkness that it can see.

Actions

Multiattack. The fiend makes two attacks: one with its claws and one with its void lash.
Claws. Melee: +6 to hit, reach 5 ft. Hit: 8 (2d4 + 3) slashing damage plus 4 (1d8) necrotic damage.
Void Lash. Ranged spell attack: +5 to hit, range 60 ft. Hit: 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 13 CON save or have its speed reduced by 10 feet until the end of its next turn.
Summon Shadows (1/Day). The fiend magically summons 1d4 shades (see Void-Touched & Aberrations). The shades appear in unoccupied spaces within 30 feet and act on the fiend's initiative. They remain for 1 minute or until destroyed.