Flyby. The dragon doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Whispers of the Void. Magical attempts to read the dragon’s mind or glean its thoughts fail automatically.
Siege Monster. The dragon deals double damage to objects and structures.
Unusual Nature. The dragon doesn’t require air.
Enemy of the Stars. The dragon has a unique ability to turn stars into black holes after enough time has passed through sheer presence alone.
Multiattack. The dragon makes one Bite, one Tail, or one Claw attack in any order.
Bite. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 19 (3d6 + 9) piercing damage plus 10 (3d6) radiant damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 13 (1d8 + 9) 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 19 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.
Null Breath (Recharge 5–6). The dragon exhales a swath of black necrotic energy that travels to a point the dragon can see within 240 feet of itself, then blossoms into a 40-foot-radius sphere centered on that point. Each creature in the sphere must make a DC 23 Constitution saving throw, taking 66 (12d10) necrotic damage on a failed save, or half as much damage on a successful one.
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.
Tail Attack. The dragon makes one Tail attack.
Plume of Darkness (Costs 2 Actions). The dragon emits a blast of total darkness in a 30-foot-radius sphere centered on itself. Each creature in this area must succeed on a DC 23 Wisdom saving throw or be blinded until the end of its next turn. Individuals with magic that can see through darkness are still affected.
Description
A void dragon is born in the heart of a black hole. It divides its time outside its lair between patrolling its territory and hunting for food. The dragon has an average draconic bodyplan, but becomes alien and ominous due to its long and trailing tentacles that sprout from the tips of its wings and back. The head of a void dragon is rife with strange and aberrant spines and tendrils that seem to flow in the emptiness of Wildspace, even its physical form shimmers like starlight and gas, making it almost impossible to see unless you are within a few meters from it.
Void dragons are fond of treasure just as all dragons are, but in the airless void of Wildspace, they value food even more. Void dragons typically feed on kindori, scavvers, and other forms of space-dwelling wildlife. A void dragon might mistake a distant spelljamming ship for possible prey and come within range of the vessel’s weapons before realizing its error and veering away. Thankfully, most ships don't even know if a void dragon is nearby, as their stellar bodies emit lights and shapes that imitate the background of empty space. Hence their name. "Void Dragon"
Void dragons are territorial carnivores, and they behave accordingly. A younger void dragon might lay claim to an asteroid belt, where food is relatively plentiful, while a more ancient variant might consider an entire Wildspace system its hunting ground. They tend to give a wide berth to Humanoid folk, whom they find violent and tiresome. Trespassers who are detected in a void dragon’s lair can expect to be met with resistance, followed by hostility, especially if the lair contains eggs.
A void dragon egg has an opalescent shell, shiny blues and whites, and vaguely translucent. When an egg is close to hatching, the shell becomes opaque, hiding the shadowy being within.
If the description seems like a rip off of the Solar Dragon, don't be shocked. Void Dragons are the antithesis to Solar dragons, and actively attack Solar dragon lairs to make into their own. Due to the need for Void Dragon eggs to require crushing pressure and cold, Void dragons seek out stars to convert into a Black Hole. This makes them the natural enemy to Solar Dragons.
Lair and Lair Actions
A Void Dragon’s Lair
A void dragon customarily lairs in a star’s blackened corpse, which constantly exudes a more and more pressure the closer one gets to the black hole itself . The black hole in which a Void dragon makes its lair gives off the following effects.
Unyielding Blackness. A creature that is within 10 miles of the black hole or inside it is blinded by its ceaseless darkness unless the creature has protective gear to shield its eyes, such as some form of magic goggles or a similar form of eyewear. While within 10 miles of the black hole, objects that emit light, and spells that produce light are immediately snuffed out.
Touch of the Void. Any creature that enters the Black Hole or starts its turn inside it takes 132 (24d10) necrotic damage.
Stellar Pressure. Any creature that moves within the event horizon of the black hole must make a DC 19 strength saving throw or take 73(8d12+10) bludgeoning damage, or half as much on a successful save. They also have their movement reduced to 1/4th of its original speed. In order to leave the black hole, a creature must make another DC 19 strength saving throw or be pulled back in.
Comments