Medium Dragon, Typically Neutral
Armor Class 17 Natural armor
Hit Points 52 (8d8 + 16)
Speed 30 ft., fly 80 ft. (hover)
STR
15 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
18 (+4)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws DEX +5, CON +5, INT +7, WIS +6, CHA +6
Skills Acrobatics +8, Intimidation +9, Perception +9
Damage Immunities Cold, Force
Condition Immunities Charmed
Senses Darkvision 60 ft., Truesight 10 ft., Passive Perception 19
Languages Abyssal, Celestial, Common, Draconic, Infernal
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Alien Nature. The void dragon doesn't require air, and magic cannot put it to sleep.

Magic Weapons. The dragon's weapon attacks are magical.

Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit). It can innately cast the following spells, requiring no material components:
2/day: blur
1/day: ray of enfeeblement

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) force damage.

Cold Breath (Recharge 5–6). The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.

Description

A type of aberrant dragon that dwells within the Astral Plane and transmogrified by its strange influence. Their very presence seems to distort the space around them. Void Dragons, though they fall behind most of their planetary counterparts in terms of physical strength, they make up for with greater intelligence, speed and magical prowess.

Believed to be some sort of vestiges of the original dragons, these incarnates of enthalpy roam the universe freely, making home in the Astral Sea. No hoard of a Void Dragon has been discovered yet, leading many scholars to believe that these creatures leave their treasure troves inside of cracks between realities or within the Far Realm.

Their alien appearance rends the mortal psyche like razor wire, often leaving those unfamiliar with these creatures and those unprepared in almost a vegetative state for extended periods of time.

Their scales are very sturdy and hardy to the harsh environment of open space, making them great for use in the creation of armors of resistance against cold and force. They can also be used to make cloaks of displacement, due to the lingering magical properties from the creature itself. The blood of the greatwyrms can serve as temporary color pools, and also be used to create cubic gates.

Forsakei

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