Gargantuan Dragon (Titan), Chaotic Evil
Armor Class 20 (natural armor)
Hit Points 604 (30d20 + 300)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
30 (+10)
DEX
10 (+0)
CON
29 (+9)
INT
30 (+10)
WIS
30 (+10)
CHA
23 (+6)
Saving Throws STR +19, DEX +9, CON +18, INT +19, WIS +19, CHA +15
Skills Arcana +7, History +7, Perception +37, Stealth +7
Damage Vulnerabilities Piercing, Radiant, Slashing from a Vorpal Sword
Damage Resistances Force, Bludgeoning from non magical attacks
Damage Immunities Acid, Fire
Senses Truesight 120 ft., Passive Perception 30
Languages Abyssal, Common, Draconic, Infernal, Primordial
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

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

Siege Titan. The dragon deals triple damage to objects and structures.

Forceful Aura. Everything within 60ft of the dragon takes 1d4 force damage every turn until the dragon dies or they go further than 60ft from the dragon.

Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.

Light Sensitivity. While in bright light, the dragon has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes 4 attacks.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 33 (3d12 + 10) piercing damage plus 14 (4d6) acid damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 22 (2d10 + 10) slashing damage plus 4 (1d8) force damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage plus 4 (1d8) force 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 21 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. 

Fire Breath (Recharge 5–6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 88 (16d10) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only every other 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 Mobility. The dragon casts misty step.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lightning Breath (Recharge 5–6)The dragon exhales lightning in a 120ft line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 91 (26d8) lightning damage on a failed save, and half as much on a successful one.

Mythic Actions

The dragon is able to use a mythic action every other turn after reaching below half HP. It regains lost mythic actions at the start of its next turn.

Voidborne Canon (Recharge 6-7). The dragon gathers up all of its stored energy, and releases it in a 3,280ft line that is 15 feet wide. Each creature in that line must make a DC 25 Dexterity saving throw, taking 97 (15d12) damage on a failed save, or half on a successful one.

Description

The odour of sulphur and a veil of darkness surrounds a void dragon, whose long, swept-back horns and gargantuan, spiked wings define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry.

Lair and Lair Actions

A Void Wyvern’s Lair

Void wyverns live in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity and lots of storms are the most highly prized void wyvern lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps.

With its hoard well protected deep within the lair, a void wyvern spends as much of its time outside the mountain as in it. For a void wyvern, the great heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to control.

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:

  • Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
  • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
  • The dragon exhales a bolt of lightning at a metal ore or metal rod it can see within 120 feet of it. Everything within 120 feet of the point take a guaranteed hit 58 lightning damage (recharge 4-5)

Regional Effects

The region containing a legendary Void Wyvern’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Small earthquakes are common within 6 miles of the dragon’s lair.
  • Water sources within 1 mile of the lair are supernaturally warm and tainted by acid.
  • Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Fire or the Ethereal Plane, allowing creatures of elemental fire, ghosts, wraiths and other spectral entities into the world to dwell nearby.

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

Habitat: Mountain

ViperG

Comments

Posts Quoted:
Reply
Clear All Quotes