Gargantuan Dragon, Chaotic Evil
Armor Class 24 Natural Armor
Hit Points 577 (33d20 + 85)
Speed 60 ft., Fly 140 ft., Walk 50 ft.
STR
30 (+10)
DEX
18 (+4)
CON
24 (+7)
INT
19 (+4)
WIS
18 (+4)
CHA
21 (+5)
Saving Throws STR +18, DEX +12, CON +15, WIS +12
Skills Deception +12, Perception +14, Stealth +12
Damage Immunities Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 160 ft., Truesight 100 ft., Passive Perception 26
Languages Abyssal, Common, Draconic
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Planetary. The dragon can breathe without air and in a perfect vacuum such as space.

Legendary Resistance (6/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes four attacks: one with its bite and two with its claws and one with its Tail.

Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 38 (5d10 + 15) piercing damage plus 18 (4d8) Necrotic damage.

Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 35 (5d6 + 15) slashing damage.

Tail. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 45 (5d8 + 15) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 1 mile of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become Frightened for 10 minutes. 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 Frightful Presence for the next 24 hours.

Cosmic Breath (Recharge 5–6). The dragon exhales Anti-Matter in a 120-­foot cone. Each creature in that line must make a DC 25 Dexterity saving throw, taking 145 (20d10) necrotic damage on a failed save, or half as much damage on a successful one.

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.

Singularity. The dragon makes a a small singularity in its own maw of condensed space time, all creatures within 300 feet of the dragon must make a Dc 21 Dex saveing throw or get pulled 100 feet closer to the dragon. 

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 37 (6d6 + 23) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

A dragon of terrifying proportions, the fantasy equivalent to a true black hole due to its namesake, a Large Dragon whose scales resemble that of Crystal able to survive both the biting cold and the heat of space. Its scales absorb any light that touches them creating a true being known for eating even the light that touches it. The only light that escapes the beast is its own eyes that shine a dark purple.

Lair and Lair Actions

Black Hole Dragons dwell in Planets that they have destroyed, after riding a world of all life they take their time to hollow out the core of the planet collecting anything they deem of value from the remnants of the civilizations and from the digging to store in their caves. The caves can be a long winding maze that at sometimes puts even the underdark to shame. The tunals might also be filled with the few select creatures that the Dragon has decided to let live to serve him

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a liar action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • The Gravity in the cave system flips to match the Dragons will. All those in the cave must make a Dex saving throw Dc:15 or fall prone along with taking the falling damage based on how high the ceiling is. 
  • The Dragons control over their home allows them to expunge the air in their cave creating a perfect vacuum similar to space. The party must make a Con Saving throw Dc: 14 to catch their breath or instantly begin to suffocate. Along with this the Gravity cuts out
  • A portal opens up from a point the dragon chooses within 120 feet of it,  from the portal fiery meteors begin to rain out of it onto a 40 foot area. Each creature the 40-foot-radius sphere must make a Dexterity saving throw Dc 16. A creature takes 75 (20d6) fire damage and 75 (20d6) bludgeoning damage on a failed save, or half as much damage on a successful one.

Regional Effects

  • The region containing a legendary Black Hole Dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:The space within 20 miles of the lair takes twice as long as normal to traverse, due to asteroids and meteors forming a belt around the planet it calls home.
  • The Planet that the Dragon has called home will usually be devoid of most life on the surface, leaving behind deserted and rundown cities and empires. 
  • Nearby planets destroyed in various ways, either moved to be too hot or cold for their own inhabitants to live or simply been cored out leaving them unable to sustain life.
StubbornTiger6408

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