I will spar with the dragons to make them strong. *I want everything you read from this to be read in a Zangief accent* I will crush their bones to build stronger bones.
Challenge 28 (120,000 XP, or 240,000 XP as a mythic encounter) Proficiency Bonus +8
Chill of the Void. Creatures with resistance to cold damage don't have resistance to the cold damage dealt by the Void dragon. A creature with immunity to cold damage is still immune to the dragon's cold damage.
Collapsing Star. When the void dragon dies, it explodes in a swath of celestial destruction. Each creature within 1,000 feet of the dragon must make a DC 23 Constitution saving throw, taking 66 (12d10) bludgeoning damage and 66 (12d10) cold damage on a failed save, or half as much damage on a successful one. Objects in the area that aren't being worn or carried take half the bludgeoning damage. A creature that fails the saving throw by 5 or more is ejected to a random location on a random plane of existence or 5d100 miles away from its current location in a random direction (GM's choice).
Galactic Awakening (Recharges after a Short or Long Rest). If the void dragon would be reduced to 0 hit points, its current hit point total instead resets to 480 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the void dragon can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 120,000 XP (240,000 XP total) for defeating the void dragon after its Galactic Awakening activates.
Expert Void Traveler. The Void dragon doesn't require air, food, drink, sleep, or ambient pressure. While traveling in the Void, the dragon magically glides on solar winds, covering immense distances in short times.
Legendary Resistance (4/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon uses its Aura of Madness. It then makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 10) piercing damage plus 26 (4d12) cold damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The void dragon can have only one creature grappled in this way at a time.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 21 (2d10 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Aura of Madness. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or suffer short-term madness for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Aura of Madness for the next 24 hours.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Gravitic Breath. The dragon exhales localized gravity in a 120‑foot cube, originating from the dragon. When a creature ends a fall in the cube, it takes 2d10 bludgeoning damage for every 10 feet it falls, to a maximum of 40d10. A creature that enters the cube for the first time on a turn or starts its turn there must make a DC 26 Dexterity saving throw. On a failure, the creature is restrained. On a success, the creature's speed is halved as long as it remains in the cube. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cube lasts for 1 minute.
Stellar Breath. The dragon exhales star fire in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 52 (15d6) fire damage and 52 (15d6) radiant damage on a failed save, or half as much damage on a successful one.
Reactions
Void Twist. The dragon adds 9 to its AC against one attack that would hit it, as it twists reality to open a small rift in space to protect itself. To do so, the dragon must be able to see the attacker. If the attack misses by 5 or more, the dragon can choose to open a second, connected rift next to another creature it can see within 60 feet of it to direct the attack at that creature instead, using the original attack roll result against the new target's AC.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a Tail attack.
Void Slip (Costs 2 Actions). The dragon twists the fabric of space around it, disappearing and reappearing in an unoccupied space it can see within 200 feet of it. Each creature within 20 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 21 (6d6) cold damage and be knocked prone.
Mythic Actions
If the void dragon’s Galactic Awakening trait has activated in the last hour, it can use the options below as legendary actions.
Bite. The void dragon makes one Bite attack.
Mind-Crushing Null (Costs 2 Actions). The void dragon unleashes a horrid wave of mental nothing that damages the minds of all nearby. Each creature in a 60-foot-radius sphere centered on the void dragon must succeed on a DC 25 Dexterity saving throw or take 26 (4d12) psychic damage and be incapacitated until the end of its next turn.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:
Orb of the Void. The Void briefly overlaps the dragon's lair in a 30-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 200 feet of the dragon. The sphere spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 18 Constitution saving throw, taking 14 (4d6) cold damage on a failed save, or half as much damage on a successful one. Any creature that ends its turn in the sphere takes 14 (4d6) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies.
Spatial Anomaly. The lair's connection to the Void briefly rips the fabric of space, forcing two creatures the dragon can see within 200 feet of it to suddenly exist at the same point in space and time. The laws of reality repel the creatures back to their original positions as reality resets. The targets aren't actually moved, but reality's reset forces each target to make a DC 18 Strength saving throw. On a failure, the creature takes 22 (4d10) force damage and is knocked prone. On a success, the creature takes half the damage and isn't knocked prone.
Zero Gravity. Gravity stops working in a 60-foot radius, 120-foot-high cylinder centered on a point the dragon can see within 200 feet of it. Each creature in that cylinder drifts 20 feet away from the ground and must succeed on a DC 18 Strength saving throw or be restrained. A flying creature automatically succeeds on the saving throw, but its speed is halved unless it can hover or fly magically. This effect lasts until initiative count 20 on the next round.
Regional Effects
The region containing a legendary Void dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
Dark of the Void. Non-magical illumination, including sunlight, can't create bright light within 10 miles of the lair.
Torn Veil. Within 6 miles of the lair, disembodied voices whisper in the night. Celestials, Fey, and Fiends with a challenge rating of 5 or lower can choose to slip into the Material Plane from their native planes or vice versa.
Uncovered Knowledge. Secrets have a way of coming to light within 10 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge.
If the dragon dies, these effects fade over the course of 3d10 days.
Chill of the Void. Creatures with resistance to cold damage don’t have resistance to the cold damage dealt by the Void dragon. A creature with immunity to cold damage is still immune to the dragon’s cold damage.
Collapsing Star. When the void dragon dies, it explodes in a swath of celestial destruction. Each creature within 1,000 feet of the dragon must make a DC 21 Constitution saving throw, taking 55 (10d10) bludgeoning damage and 55 (10d10) cold damage on a failed save, or half as much damage on a successful one. Objects in the area that aren’t being worn or carried take half the bludgeoning damage. A creature that fails the saving throw by 5 or more is ejected to a random location on a random plane of existence or 5d100 miles away from its current location in a random direction (GM’s choice).
Expert Void Traveler. The Void dragon doesn’t require air, food, drink, sleep, or ambient pressure. While traveling in the Void, the dragon magically glides on solar winds, covering immense distances in short times.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon uses its Aura of Madness. It then makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack:+16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 14 (4d6) cold damage.
Claw. Melee Weapon Attack:+16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack:+16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Aura of Madness. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or suffer short-term madness for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Aura of Madness for the next 24 hours.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Gravitic Breath. The dragon exhales localized gravity in a 90‑foot cube, originating from the dragon. When a creature ends a fall in the cube, it takes 1d10 bludgeoning damage for every 10 feet it fell, to a maximum of 20d10. A creature that enters the cube for the first time on a turn or starts its turn there must make a DC 24 Dexterity saving throw. On a failure, the creature is restrained. On a success, the creature’s speed is halved as long as it remains in the cube. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cube lasts for 1 minute.
Stellar Breath. The dragon exhales star fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 42 (12d6) fire damage and 42 (12d6) radiant damage on a failed save, or half as much damage on a successful one.
Reactions
Void Twist. The dragon adds 7 to its AC against one attack that would hit it, as it twists reality to open a small rift in space to protect itself. To do so, the dragon must be able to see the attacker. If the attack misses by 5 or more, the dragon can choose to open a second, connected rift next to another creature it can see within 30 feet of it to direct the attack at that creature instead, using the original attack roll result against the new target’s AC.
Legendary Actions
The dragon 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 dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a Tail attack.
Void Slip (Costs 2 Actions). The dragon twists the fabric of space around it, disappearing and reappearing in an unoccupied space it can see within 120 feet of it. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 17 (5d6) cold damage and be knocked prone.
Description
A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon’s body.
Children of the Stars.Void dragons drift through the empty spaces beyond the boundaries of the mortal world and wander between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves.
Witnesses to the Void. Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the Void itself. They carry a piece of that nothing with them, and it flows out of them to break the minds of lesser beings when the dragons fly into a rage.
Voracious Scholars. Despite their removed existence and strange quirks, Void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures.
A Void Dragon’s Lair
Void dragons make their lairs deep in the freezing, airless space between the stars. When a Void dragon claims a home elsewhere, it prefers towering mountain peaks, valleys, or ruins at high elevation with a clear view of the sky. When encountered in its lair, an adult Void dragon has a challenge rating of 17 (18,000 XP), and an ancient Void dragon has a challenge rating of 25 (75,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
Orb of the Void. The Void briefly overlaps the dragon’s lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The sphere spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. Any creature that ends its turn in the sphere takes 10 (3d6) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies.
Spatial Anomaly. The lair’s connection to the Void briefly rips the fabric of space, forcing two creatures the dragon can see within 120 feet of it to suddenly exist at the same point in space and time. The laws of reality repel the creatures back to their original positions as reality resets. The targets aren’t actually moved, but reality’s reset forces each target to make a DC 15 Strength saving throw. On a failure, the creature takes 16 (3d10) force damage and is knocked prone. On a success, the creature takes half the damage and isn’t knocked prone.
Zero Gravity. Gravity stops working in a 50-foot radius, 100-foot-high cylinder centered on a point the dragon can see within 120 feet of it. Each creature in that cylinder drifts 10 feet away from the ground and must succeed on a DC 15 Strength saving throw or be restrained. A flying creature automatically succeeds on the saving throw, but its speed is halved unless it can hover or flies magically. This effect lasts until initiative count 20 on the next round.
Regional Effects
The region containing a legendary Void dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
Dark of the Void. Nonmagical illumination, including sunlight, can’t create bright light within 6 miles of the lair.
Torn Veil. Within 3 miles of the lair, disembodied voices whisper in the night. Celestials, Fey, and Fiends with a challenge rating of 2 or lower can choose to slip into the Material Plane from their native planes or vice versa.
Uncovered Knowledge. Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge.
If the dragon dies, these effects fade over the course of 1d10 days.
Heyyyy! What's up? It's me, AwesomeDungeonMaster, although I go by Awe, and my Drummer given title is Epic Crit Roller of Legend! I love DRAGONS!!! This is my laptop account. Check out my cult/club, the DragonClub!You guys here on DDB are AWESOME!
Hey Awe, any tips on becoming a dragon god I have already achieved the rank of god in a goblinoid form, yet the rituals seem to evade me...
I never dealt in rituals, I'm sorry. I was born a dragon god. Can't help you there
Rollback Post to RevisionRollBack
Heyyyy! What's up? It's me, AwesomeDungeonMaster, although I go by Awe, and my Drummer given title is Epic Crit Roller of Legend! I love DRAGONS!!! This is my laptop account. Check out my cult/club, the DragonClub!You guys here on DDB are AWESOME!
I wasn't always as powerful as I am now though. I was a barely a deity back then. I earned this power throughout the ages
Rollback Post to RevisionRollBack
Heyyyy! What's up? It's me, AwesomeDungeonMaster, although I go by Awe, and my Drummer given title is Epic Crit Roller of Legend! I love DRAGONS!!! This is my laptop account. Check out my cult/club, the DragonClub!You guys here on DDB are AWESOME!
I will have to take human shape to go to an amusement park with my band class, I am preparing for overstimulation. Sadly, I will be gone all day.
So long! Enjoy yourself!
Rollback Post to RevisionRollBack
Heyyyy! What's up? It's me, AwesomeDungeonMaster, although I go by Awe, and my Drummer given title is Epic Crit Roller of Legend! I love DRAGONS!!! This is my laptop account. Check out my cult/club, the DragonClub!You guys here on DDB are AWESOME!
So obviously Awe is the supreme dragon god of this place, but what’s everyone opinions of the dragon gods throughout D&D’s history? What about dragon gods from other fantasy franchises like Dragon Age, Elder Scrolls, Might and Magic, WoW, etc.?
Rollback Post to RevisionRollBack
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
So obviously Awe is the supreme dragon god of this place, but what’s everyone opinions of the dragon gods throughout D&D’s history? What about dragon gods from other fantasy franchises like Dragon Age, Elder Scrolls, Might and Magic, WoW, etc.?
I love Bahamut, Tiamat and Sardior (the gem dragon god) as they’re described in Fizban’s. I don’t know much about earlier versions of dragon gods.
Rollback Post to RevisionRollBack
I really like D&D, especially Ravenloft, Exandria and the Upside Down from Stranger Things. My pronouns are she/they (genderfae).
So obviously Awe is the supreme dragon god of this place, but what’s everyone opinions of the dragon gods throughout D&D’s history? What about dragon gods from other fantasy franchises like Dragon Age, Elder Scrolls, Might and Magic, WoW, etc.?
Thank you, thank you, happy to be here! in DND, I really like the two biggies, Tiamat and Bahamut. Tiamat is one of the coolest dragon gods in my opinion. She's been sorta a role model for me ♥ :D
Heyyyy! What's up? It's me, AwesomeDungeonMaster, although I go by Awe, and my Drummer given title is Epic Crit Roller of Legend! I love DRAGONS!!! This is my laptop account. Check out my cult/club, the DragonClub!You guys here on DDB are AWESOME!
The OP is updated! Official welcome to Coronet and Goblin!
I go by “Awe” JSYK. Drummer also named me EPIC CRIT ROLLER OF LEGEND!
“A wizard is never late, Frodo Baggins. Nor is he early. He arrives precisely when he means to!”
”I’m sorry Frodo. I was delayed."
If you're in the mood for murder and mayhem, go to ASSASSINATE The One Above, but WHATEVER you do, don’t go to LAST COMMENT LOSES
I will spar with the dragons to make them strong. *I want everything you read from this to be read in a Zangief accent* I will crush their bones to build stronger bones.
This is pretty on the fly and might not be perfectly balanced, but what do you think?
Great Wyrm Void Dragon
Gargantuan Dragon, Chaotic Neutral
Armor Class 22 (natural armor)
Hit Points 594 (29d20 + 290)
Speed 60 ft., fly 120 ft. (hover)
STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 30 (+10) 20 (+5) 17 (+3) 25 (+7)
Saving Throws Dex +8, Con +18, Wis +11, Cha +15
Skills Arcana +21, History +21, Perception +18, Stealth +8
Damage Immunities cold
Condition Immunities charmed, frightened, poisoned
Senses truesight 120 ft., passive Perception 29
Languages Common, Draconic, Void Speech
Challenge 28 (120,000 XP, or 240,000 XP as a mythic encounter) Proficiency Bonus +8
Chill of the Void. Creatures with resistance to cold damage don't have resistance to the cold damage dealt by the Void dragon. A creature with immunity to cold damage is still immune to the dragon's cold damage.
Collapsing Star. When the void dragon dies, it explodes in a swath of celestial destruction. Each creature within 1,000 feet of the dragon must make a DC 23 Constitution saving throw, taking 66 (12d10) bludgeoning damage and 66 (12d10) cold damage on a failed save, or half as much damage on a successful one. Objects in the area that aren't being worn or carried take half the bludgeoning damage. A creature that fails the saving throw by 5 or more is ejected to a random location on a random plane of existence or 5d100 miles away from its current location in a random direction (GM's choice).
Galactic Awakening (Recharges after a Short or Long Rest). If the void dragon would be reduced to 0 hit points, its current hit point total instead resets to 480 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the void dragon can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 120,000 XP (240,000 XP total) for defeating the void dragon after its Galactic Awakening activates.
Expert Void Traveler. The Void dragon doesn't require air, food, drink, sleep, or ambient pressure. While traveling in the Void, the dragon magically glides on solar winds, covering immense distances in short times.
Legendary Resistance (4/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon uses its Aura of Madness. It then makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 10) piercing damage plus 26 (4d12) cold damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The void dragon can have only one creature grappled in this way at a time.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 21 (2d10 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Aura of Madness. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or suffer short-term madness for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Aura of Madness for the next 24 hours.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Gravitic Breath. The dragon exhales localized gravity in a 120‑foot cube, originating from the dragon. When a creature ends a fall in the cube, it takes 2d10 bludgeoning damage for every 10 feet it falls, to a maximum of 40d10. A creature that enters the cube for the first time on a turn or starts its turn there must make a DC 26 Dexterity saving throw. On a failure, the creature is restrained. On a success, the creature's speed is halved as long as it remains in the cube. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cube lasts for 1 minute.
Stellar Breath. The dragon exhales star fire in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 52 (15d6) fire damage and 52 (15d6) radiant damage on a failed save, or half as much damage on a successful one.
Reactions
Void Twist. The dragon adds 9 to its AC against one attack that would hit it, as it twists reality to open a small rift in space to protect itself. To do so, the dragon must be able to see the attacker. If the attack misses by 5 or more, the dragon can choose to open a second, connected rift next to another creature it can see within 60 feet of it to direct the attack at that creature instead, using the original attack roll result against the new target's AC.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a Tail attack.
Void Slip (Costs 2 Actions). The dragon twists the fabric of space around it, disappearing and reappearing in an unoccupied space it can see within 200 feet of it. Each creature within 20 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 21 (6d6) cold damage and be knocked prone.
Mythic Actions
If the void dragon’s Galactic Awakening trait has activated in the last hour, it can use the options below as legendary actions.
Bite. The void dragon makes one Bite attack.
Mind-Crushing Null (Costs 2 Actions). The void dragon unleashes a horrid wave of mental nothing that damages the minds of all nearby. Each creature in a 60-foot-radius sphere centered on the void dragon must succeed on a DC 25 Dexterity saving throw or take 26 (4d12) psychic damage and be incapacitated until the end of its next turn.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:
Regional Effects
The region containing a legendary Void dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
If the dragon dies, these effects fade over the course of 3d10 days.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
Hello my great friends!
Damn that's pretty great, the ancient void dragon has a feature called aura of madness, do you think you could add that?
"Big sword, bigger brain"
-BigBrainGoblin
Chill of the Void. Creatures with resistance to cold damage don’t have resistance to the cold damage dealt by the Void dragon. A creature with immunity to cold damage is still immune to the dragon’s cold damage.
Collapsing Star. When the void dragon dies, it explodes in a swath of celestial destruction. Each creature within 1,000 feet of the dragon must make a DC 21 Constitution saving throw, taking 55 (10d10) bludgeoning damage and 55 (10d10) cold damage on a failed save, or half as much damage on a successful one. Objects in the area that aren’t being worn or carried take half the bludgeoning damage. A creature that fails the saving throw by 5 or more is ejected to a random location on a random plane of existence or 5d100 miles away from its current location in a random direction (GM’s choice).
Expert Void Traveler. The Void dragon doesn’t require air, food, drink, sleep, or ambient pressure. While traveling in the Void, the dragon magically glides on solar winds, covering immense distances in short times.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon uses its Aura of Madness. It then makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 14 (4d6) cold damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Aura of Madness. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or suffer short-term madness for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Aura of Madness for the next 24 hours.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Void Twist. The dragon adds 7 to its AC against one attack that would hit it, as it twists reality to open a small rift in space to protect itself. To do so, the dragon must be able to see the attacker. If the attack misses by 5 or more, the dragon can choose to open a second, connected rift next to another creature it can see within 30 feet of it to direct the attack at that creature instead, using the original attack roll result against the new target’s AC.
The dragon 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 dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a Tail attack.
Void Slip (Costs 2 Actions). The dragon twists the fabric of space around it, disappearing and reappearing in an unoccupied space it can see within 120 feet of it. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 17 (5d6) cold damage and be knocked prone.
Description
A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon’s body.
Children of the Stars. Void dragons drift through the empty spaces beyond the boundaries of the mortal world and wander between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves.
Witnesses to the Void. Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the Void itself. They carry a piece of that nothing with them, and it flows out of them to break the minds of lesser beings when the dragons fly into a rage.
Voracious Scholars. Despite their removed existence and strange quirks, Void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures.
A Void Dragon’s Lair
Void dragons make their lairs deep in the freezing, airless space between the stars. When a Void dragon claims a home elsewhere, it prefers towering mountain peaks, valleys, or ruins at high elevation with a clear view of the sky. When encountered in its lair, an adult Void dragon has a challenge rating of 17 (18,000 XP), and an ancient Void dragon has a challenge rating of 25 (75,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
Regional Effects
The region containing a legendary Void dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
If the dragon dies, these effects fade over the course of 1d10 days.
"Big sword, bigger brain"
-BigBrainGoblin
Fun
Heyyyy! What's up? It's me, AwesomeDungeonMaster, although I go by Awe, and my Drummer given title is Epic Crit Roller of Legend! I love DRAGONS!!! This is my laptop account. Check out my cult/club, the DragonClub! You guys here on DDB are AWESOME!
Hey Awe, any tips on becoming a dragon god I have already achieved the rank of god in a goblinoid form, yet the rituals seem to evade me...
"Big sword, bigger brain"
-BigBrainGoblin
I never dealt in rituals, I'm sorry. I was born a dragon god. Can't help you there
Heyyyy! What's up? It's me, AwesomeDungeonMaster, although I go by Awe, and my Drummer given title is Epic Crit Roller of Legend! I love DRAGONS!!! This is my laptop account. Check out my cult/club, the DragonClub! You guys here on DDB are AWESOME!
Ahh, lucky
"Big sword, bigger brain"
-BigBrainGoblin
I wasn't always as powerful as I am now though. I was a barely a deity back then. I earned this power throughout the ages
Heyyyy! What's up? It's me, AwesomeDungeonMaster, although I go by Awe, and my Drummer given title is Epic Crit Roller of Legend! I love DRAGONS!!! This is my laptop account. Check out my cult/club, the DragonClub! You guys here on DDB are AWESOME!
I will have to take human shape to go to an amusement park with my band class, I am preparing for overstimulation. Sadly, I will be gone all day.
"Big sword, bigger brain"
-BigBrainGoblin
So long! Enjoy yourself!
Heyyyy! What's up? It's me, AwesomeDungeonMaster, although I go by Awe, and my Drummer given title is Epic Crit Roller of Legend! I love DRAGONS!!! This is my laptop account. Check out my cult/club, the DragonClub! You guys here on DDB are AWESOME!
The aura of madness is right beneath the tail attack, I didn’t remove any features and only added the Mythic trait and Mythic actions.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
Oop I missed that, its REALLY good though
"Big sword, bigger brain"
-BigBrainGoblin
It’s all good, and thank you.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
So obviously Awe is the supreme dragon god of this place, but what’s everyone opinions of the dragon gods throughout D&D’s history? What about dragon gods from other fantasy franchises like Dragon Age, Elder Scrolls, Might and Magic, WoW, etc.?
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
I love Bahamut, Tiamat and Sardior (the gem dragon god) as they’re described in Fizban’s. I don’t know much about earlier versions of dragon gods.
I really like D&D, especially Ravenloft, Exandria and the Upside Down from Stranger Things. My pronouns are she/they (genderfae).
Thank you, thank you, happy to be here! in DND, I really like the two biggies, Tiamat and Bahamut. Tiamat is one of the coolest dragon gods in my opinion. She's been sorta a role model for me ♥ :D
Heyyyy! What's up? It's me, AwesomeDungeonMaster, although I go by Awe, and my Drummer given title is Epic Crit Roller of Legend! I love DRAGONS!!! This is my laptop account. Check out my cult/club, the DragonClub! You guys here on DDB are AWESOME!
Ello!