Gargantuan Dragon, Typically Chaotic Evil
Armor Class 24 (natural armor)
Hit Points 633 (31d20 + 260)
Speed 60 ft., Burrow 60 ft., Fly 120 ft.
STR
30 (+10)
DEX
10 (+0)
CON
30 (+10)
INT
24 (+7)
WIS
26 (+8)
CHA
20 (+5)
Saving Throws DEX +8, CON +18, WIS +16
Skills Arcana +10, Intimidation +16, Perception +21
Damage Resistances Fire
Damage Immunities Necrotic
Condition Immunities Charmed, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 31
Languages Common, Draconic
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Song of Thunder (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 425 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating the greatwyrm after its Chromatic Awakening activates.

Legendary Resistance (4/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.

Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (2d12) force damage.

Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled this way at a time.

Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (10d10 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.

Breath Weapon (Recharge 5–6). The greatwyrm exhales a blast of energy in a 300-foot long x 30-foot wide line. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 78 (12d12) necrotic damage. On a successful save, the creature takes half as much damage.

Bonus Actions

Force of the Void. the greatwyrm can use this trait to pull a creature towards them. (the targeted creature must be at least 60ft away for the effect to work.)

Call of the Eldewyrm. once a day, the greatwyrm can summon two Void dragon wyrmlings to aid in battle.

Reactions

Void Shield. (2/day) when this creature is targeted by a spell that is a Dex saving throw. as a reaction this creature manifests a bubble that negates the damage.

 

Legendary Actions

The greatwyrm 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 greatwyrm regains spent legendary actions at the start of its turn.

Attack. The greatwyrm makes one Claw or Tail attack.

Wing attack (Costs 2 Actions). The greatwyrm manifests its wings. Each creature within 30 feet of it must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The greatwyrm can then fly up to half its flying speed.

Tendrils of the void (Costs 3 Actions). The greatwyrm creates four orbs of magical force, then fires a tendril from each. Each Tendril hits a creature of the greatwyrm’s choice it can see within 120 feet of it, dealing 12 (1d8 + 8) force damage to its target, then disappears.

Mythic Actions

If the greatwyrm’s Song of Thunder trait has activated in the last hour, it can use the options below as legendary actions.

Bite. The greatwyrm makes one Bite attack.

Singularity (Costs 2 Actions). The greatwyrm flares with elemental energy. Each creature in a 60-foot-radius sphere centered on the greatwyrm must succeed on a DC 26 Dexterity saving throw or take 22 (6d8) necrotic damage.

Description

these types of dragons have an abilities like no other. these dragons seem to have the power to manipulate space and gravity. Echo knight fighters learned how to use similar abilities to master their own arts. each one of these dragons seem to have no visable wings. their most notable features are their massive mace like tails and large sturdy horns. these dragons also seem to stand up right, only going on all fours if an opponent has caused them too. 

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