Abyssal. The dragon doesnt need to breathe or eat.
Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Matter Construction: When the Dragon is discovered or discovers a Creature, it manifests in its for in 1d4 rounds, which creatures can use to escape or to approach it.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 8) piercing damage plus 9 (2d10) acid damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 18 (2d10 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened 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 Frightful Presence for the next 24 hours.
Void Breath (Recharge 5–6). The dragon exhales negative energy in a 120-foot line that is 20 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 75 (15d10) necrotic damage on a failed save and be pulled into the middle of the beam, or half as much damage on a successful one. If a Creature is diminished to 0 hp by this attack, instead of rolling death saving throws, they die.
Gravity Control: The Dragon manipulates one object of piece of surrounding with gravity.
Elusive Void: When the dragon is submitted to a magical or nonmagical damage, it can use its reaction to reduce the damage by 3d12 (3d12). If the recuction negates the damage the dragon can nullify all effects caused by 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.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 17 (2d8 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to its flying speed.
Lair and Lair Actions
Void Dragons dwell in the darkest of planes on the frayed edges of civilization. A dragon’s Void lair is a dismal cave, grotto, or ruin that is at least partially ethreal, providing pools of black magic the dragon rests, and where its victims can ferment. The lair is littered with the black magic of all the wicked. Ethreal nothing and vast nothing, watched over by crumbling statues. Shadows, undead and Demons may find this lair by accident, which is filled with the stench of death and decay.
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:
- Pools of dark magic that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone by the ever changing gravity.
- Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Regional Effects
The region containing a legendary black dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- The land within 6 miles of the lair takes twice as long as normal to traverse, since the the gravity is unaturally high.
- Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.
Fog lightly obscures the land within 6 miles of the lair.
If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.
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