Otherworldly Breath. The dragon does not need to eat, sleep, or breath.
Guardian of the Void (1/Day). The dragon can cast guardian of faith, requiring no spell components and using Intelligence as the spellcasting ability. The spell deals either psychic or necrotic damage (its choice when it casts the spell) instead of radiant damage.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Aura of Madness. It then makes three attacks: one with its bite and two with its claws.
Aura of Madness. Each creature within 120 ft. of the dragon must make a DC 17 Wisdom saving throw or be frightened by it for 1 minute. A creature can repeat this saving throw at the end of each of their turns. A creature that fails by 5 or more is frightened of the dragon permanently and rolls on the Long-Term Madness table, exhibiting the effects until the fear ends. Only a greater restoration spell or similar magic of 5th level or higher can remove these effects.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 3 (1d6) necrotic damage and 3 (1d6) psychic damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 4) slashing damage.
Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Void Breath. The dragon exhales purple and black necrotic energy in a 60-foot line that is 10 feet wide. Each creature in that area must make a DC 17 Dexterity saving throw. On a failed save, the creature takes 24 (6d8) necrotic damage or half as much on a successful one. Creatures in the area must also make a DC 17 Intelligence saving throw or take 24 (6d8) psychic damage and become stunned until the end of their turn.
Gravitic Breath. The dragon exhales a 60-foot cube of increased gravity. Any flying or levitating creature has its flying speed reduced to 0 and crashes to the ground, taking 5 (1d10) bludgeoning damage per 10 feet fallen. Any creature on the ground must succeed a DC 17 Strength saving throw or take 7 (2d6) force damage and have its movement reduced to 0. Creatures can repeat this saving throw at the end of each of there turns. The entire area is considered difficult terrain. The dragon cannot use this breath twice in a row. The field lasts until the end of the dragons next turn.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 14):
1/day each: color spray, hideous laughter, hunger of hadar
Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Teleport. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
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.
Claw. The dragon makes one Tail attack.
Void Slip (Costs 2 Actions). The dragon twists the fabric of reality. Each creature within 15 feet of the dragon must succeed on a DC 17 Dexterity saving throw or take 13 (1d6 + 6) force damage and be knocked prone. The dragon can then teleport to an unoccupied space within 60 feet.
Psionics (Costs 2 Actions). The dragon casts a spell or uses its Guardian of the Void ability.
Lair and Lair Actions
A Voidspawn Dragon’s Lair
Voidspawn dragons dwell in isolated areas of constant darkness, preferring locations that lack organic life. They make their lairs in caves that lead toward the Underdark or high mountain peaks to the far north where months of darkness cover the lands.
The challenge rating of a legendary Voidspawn dragon increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:
Control Gravity. The dragon negates gravity within its lair. All creatures float 20 feet off the ground, and can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. Flying creatures move at half speed. unless this flight is magical, or has the "Hover" tag. This effect lasts until initiative count 20 on the following round.
Lurching Realm. The Far Realm reaches into the Material Plane in a 20-foot sphere of blackness, going around corners, punctuated by streaks of purple. Light cannot puncture this sphere, and it contains no air. The area is also under the effect of the silence spell. Any creature in the sphere when it arrives, or starts it turn there must make a DC 20 Intelligence saving throw or take 36 (8d8) psychic damage on a failed save, or half on a successful one. Any creature ending its turn in the sphere takes 36 (8d8) necrotic damage on a failed save, or half on a successful one.
Connected Fates. The dragon connects the realities of two creatures it can see. Each creature must succeed a DC 20 constitution saving throw. If either creature succeeds the save, nothing occurs. If both creatures fail, when damage is dealt to one of them, the same damage is dealt to the other one. If either of the tethered creatures is reduced to 0 hit points, the effect ends on both. This effects lasts until initiative count 20 on the following round.
Previous Versions
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