Immortal. The dragon does not age.
Intergalactic. In outer space, the dragon can survive in the void and fly at incredible speed. Travel times vary, but a trip within a single solar system should take 3d10 hours, and a trip beyond should take 3d10 days or more if the dragon knows the way to its destination.
Read the Threads. The dragon has advantage on initiative rolls. Additionally, if the dragon is surprised at the beginning of combat and isn’t incapacitated, it can act normally on its first turn.
Share Memory. One creature of the dragon’s choice that it can see and is within 30 feet of the dragon must succeed on a DC 21 Intelligence saving throw or be mentally linked for 1 minute. While linked, the dragon may show the creature one of its own memories, one of the creature’s memories, or view one of the creature’s memories. A creature can repeat the saving throw at the end of each of its turns, severing the link on a success. If a creature’s saving throw is successful, the creature is immune to the dragon’s Share Memory ability for the next 24 hours.
Starlights. The dragon has tiny dots of light on its body and wings. These lights shed dim light in a 10 foot radius. The dragon can use a bonus action to extinguish the lights, making it invisible if it enters darkness. If the dragon has the lights activated, it gets a +2 added to intimidation checks.
Limited Magic Immunity. The Void dragon is immune to spells of the 4th level or lower. it has advantage on saving throws against all other magical effects.
Multiattack. The dragon can use one of it's breath weapons. It then makes one bite attack, and two claw attacks.
Bite. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 25 (3d10 + 9) piercing damage and 14 (4d6) Necrotic damage.
Claw. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +15, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage, and the target makes a dexterity saving throw. On a failed save the creature takes 2d4 piercing damage and 2d4 necrotic damage, or half as much damage on a succesful one.
Breath Weapons (Recharge 5–6). A Void dragon can choose to use its breath in two different ways.
- Shifting Breath. The Void dragon’s breath shudders creatures through time in a 90-foot cone. Each creature in that area must succeed on a DC 20 Charisma saving throw. On a failed save, the creature is shifted five rounds forward in time. Affected creatures disappear from their space, are incapacitated, can’t move or speak, cease aging, and are unaware of their surroundings. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. When the effect ends for an affected creature, it reappears in the nearest unoccupied space from which it disappeared, and the creature perceives as if no time as passed.
- Void Breath. The void dragon exhales necrotic energy in a 90-foot cone. Each creature in that area must succeed on a DC 22 constitution saving throw, taking 77 (22d6) necrotic damage on a failed save, or half as much damage on a successful one
Enter the description for how bonus actions work for your monster here.
Void Roll. (7/day) When a creature that is hostile to the dragon makes a saving throw, ability check, or to hit roll, the dragon can roll a d20, subtracting the amount rolled on it's own roll from the other creature's roll. The dragon can use this after seeing the roll, but not after the effects occur.
Deafening Roar. When a creature that is hostile towards the dragon disengages from combat, the dragon can use its reaction to roar loudly at the creature. The dragon makes a ranged weapon attack against the creature, contested by the creature's wisdom saving throw. on a failed save, the creature becomes frightened of the dragon, and takes 2d4 psychic damage. On a successful save, the creature takes half as much damage and isn't frightened.
Second Chance (3/Day). The dragon can force a creature that it can perceive to reroll a d20 roll.
The dragon can take 4 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 a tail attack.
Bite Attack. The dragon makes a bite attack
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Breath Weapon (Costs 3 Actions). The dragon uses either it's shifting breath or void breath.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Void dragons are deadly beasts that only the most powerful of people can fight. They are extremely intelligent, and, unlike all other dragons, do not feel the need to keep a hoard, as they know it will attract intruders. Void dragons do not enjoy combat, but will engage ruthlessly when necessary. These dark dragons are often found in space, yet some appear on earth, or even on different planes of existence.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count 20 (losing initiative ties), a void 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:
- A single creature that the dragon can see within 120 feet of it begins to age rapidly. The creature must succeed on a DC 13 Constitution saving throw, suffering disadvantage on all attack rolls, ability checks, and saving throws until the end of its next turn.
- A temporal well manifests centered at a point the dragon can see within 120 feet of it, creating a 20-foot-radius sphere of reversing time. Each creature in the sphere’s area must succeed a DC 13 Charisma saving throw or be transported to the space it occupied at the beginning of its previous turn.
- Time briefly shatters and reassembles itself in a 60-foot radius around the dragon. Each creature in this area must succeed on a DC 13 Charisma saving throw. On a failed save, a creature takes 14 (2d6) psychic damage and is transported to a space of the GM’s choice within the area. On a successful save, the creature takes half as much damage and isn’t transported.
- A weak version of a black hole appears at a point within 50 feet of the dragon that the dragon chooses. Any creature within 30 feet of the black hole must succeed on a dc20 strength saving throw or be sucked into the black hole. A creature that ends its turn in the black hole takes 3d6 necrotic damage. The black hole lasts for 30 minutes or until the dragon dismisses it as a bonus action. A creature can also attempt to free themselves from the black hole by attempting a dc30 strength saving throw. on a successful save, the creature escapes from the black hole. On a failed save, the creature is pulled back into the black hole and takes 4d6 necrotic damage.
Regional Effects
The region containing a void dragon’s lair is warped by the dragon’s nature, which creates one or more of the following effects:
- Clocks and other timekeeping devices automatically attune themselves approximately to the dragon’s sense of time. This can manifest as anything from relatively stable readings to dials spinning wildly.
- Weather patterns within 1 mile of the lair are unnaturally slow and occasionally even grind to a halt for weeks at a time. Very rarely, the weather will act in reverse.
- Writing found within 6 miles of the dragon’s lair will sometimes refer to historical events that either never transpired or that have yet to happen.
If the dragon dies, these effects fade over the course of 1d4 days.







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