Huge Dragon, Chaotic Neutral
Armor Class 19 (natural armor)
Hit Points 229 (17d12 + 119)
Speed 40 ft., Fly 80 ft. (hover)
STR
24 (+7)
DEX
10 (+0)
CON
25 (+7)
INT
16 (+3)
WIS
13 (+1)
CHA
21 (+5)
Saving Throws DEX +5, CON +12, WIS +6, CHA +10
Skills Arcana +13, History +13, Perception +11, Persuasion +10, Stealth +5
Damage Resistances Necrotic, Radiant
Damage Immunities Cold
Condition Immunities Charmed, Frightened
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic, Primordial Void Speech
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Chill of the Void. Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity.

Collapsing Star. When the void dragon is killed it explodes in a swath of celestial destruction. Each creature and object within 1 mile of the dragon take 55 (10d10) bludgeoning damage, 55 (10d10) cold damage, and 55 (10d10) psychic damage. Each damage type can be reduced by half with a successful DC 21 saving throw: Dexterity vs. bludgeoning, Constitution vs. cold, and Wisdom vs. psychic. Additionally, a creature that fails two or three of the saving throws is affected by a plane shift spell and sent to a random plane. If it is sent to the plane it currently occupies, it appears 5d100 miles away in a random direction.

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

Void Dweller. Void dragons dwell in the empty expanse between the stars, and do not require air, food, drink, or sleep. When flying between stars the void dragon magically glides on solar winds, making the immense journey through the void in an impossibly short time.

Actions

Multiattack. The dragon can use its Aura of Madness. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 7(2d6) cold damage.

Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 3 (1d6) cold damage.

Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) 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 become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature fails the saving throw by 5 or more it is driven insane. An insane creature is frightened permanently, and behaves as if affected by confusion while it is frightened in this way. 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 a 60-foot cube of powerful localized gravity, originating from the dragon. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, it must make a DC 20 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 field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon’s breath recharges, and it can’t use gravitic breath twice consecutively.

Stellar Flare Breath. The dragon exhales star fire in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 31(9d6) fire damage and 31(9d6) radiant damage on a failed save, or half as much damage on a successful one.

Teleport. The dragon magically teleports to any open space within 100 feet.

Reactions

Void Twist. When the dragon is hit by a ranged attack, it can create a small rift in space to increase its AC by 2 against that attack. If the attack misses because of this increase, the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target.

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. Each creature within 15 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then teleport to an unoccupied space within 40 feet.

Void Cache (Costs 3 Actions). The dragon can magically reach into its treasure hoard and retrieve one item. If the dragon is holding an item, it can use this ability to deposit the item into its hoard.

Description

The void dragon is a fearsome species that spawns upon the alignment of a multitude of energetic conditions and the presence of another void dragon relatively nearby, perhaps something akin to the death of a deity as a void dragon is passing through a particularly psionically energetic cloud in the Astral Plane dimensionally adjacent to the event. Their entire form is mostly colored black with the briefest shimmers of light moving about it, much like a strange hybrid between the void of space and a film of reflective oil. Occasionally little lights akin to distant stars appear at random. The only exception to this coloration is the interior of their mouth and their eyes. Each void dragon has a personal soul-color which appears to light them from within, this color is partially determined by where they were ‘conceived’ and this color can slightly fluctuate depending on mood or actively use void-type, psionic, magical, or other esoteric abilities. The eyes as well as the very core of their being (which thus very dimly lights the inside of their mouth and gullet) of a void dragon very dimly glows with this color - shedding no light when in a default state and shedding a bright light if a vast amount of energy is being used. Their breath attacks as well as most of their supernatural abilities will be in this color, unless otherwise specified (E.g. casting a fireball will result in the flames being in this color).

Whilst most dragons prize accumulating a hoard of physical treasure, a void’s dragon treasure is its own magical, psionic, and supernatural abilities. Void dragons are uniquely suited to traverse the void and explore as many planets, planes, or spheres as needed to find new abilities to add to their repertoire. Their inherent speed, sight, adaptability and understanding of dimensions all contribute to their apparent wanderlust as they explore the planes in order to find something new. Their most fearsome ability is not, however, their admittedly fearsome breath attack, but their ability to slowly consume the essence and abilities of those they defeat. Beware the void dragon, especially one that has lived for long enough to see adulthood.

The life cycle of a void dragon starts with an ‘egg’ the less than a millimeter across forming at the epicentre of a potential birthing event. This ‘egg’ is composed of nothing but an amorphous mass of void energy that is usually incorporeal as well as invisible to most. This ‘egg’ continues to grow in size for many years as it accumulates and absorbs as much energy (magical, psionic, thermal or otherwise) as possible. As it grows, it gradually ‘darkens’ when viewed with true sight. If there is not enough energy available, it dissipates to nothingness over time and the conception is lost. Once enough energy is absorbed, it gets attracted to the nearest physical plane containing some form of life and becomes visible as it translates into the real and starts to hatch. The end result of this hatching process results in an explosion of energy resulting in healthy wyrmling with no ‘egg’ remains. Void dragons never stop growing for the entirety of their life, increasing by roughly an extra 5ft in size for every additional 512 years they survive beyond Great Wyrm. Additionally, void dragons do not die of old age and, in fact, often leave their birth universe entirely for more exploration in another if they are not killed for long enough after Great Wyrmdom.

Lair and Lair Actions

Void Dragon’s Lair. On initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • The dragon negates natural gravity within its lair (an area affected by its gravitic breath is unaffected). Creatures drift 10 feet away from the ground over the course of a round and are restrained. Flying creatures can move at half speed, unless they have the (hover) tag or use magical flight, in which case they move normally. This effect persists until initiative count 20 on the following round.

  • 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 area 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 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.

  • The dragon rips the fabric of space, forcing two creatures it can see within 120 feet of it to suddenly exist in the same place. Space itself repels the creatures to their original positions. Each creature takes 16 (3d10) force damage and is knocked prone, or takes half as much damage and is not knocked prone with a successful DC 15 Strength saving throw.

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:

  • 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.

  • Light is muted within 6 miles of the lair. Nonmagical illumination, including sunlight, can’t create bright light in this area.

  • Visitations from otherworldly beings occur and disembodied voices whisper in the night within 6 miles of the dragon’s lair. Celestials, fey, and fiends of CR 2 or lower can slip into the world in this area.

If the dragon dies, these effects fade over the course of 1d10 days.

Habitat: Underdark

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