Gargantuan Dragon, Any Non-Good Alignment
Armor Class 23 (Natural Armor)
Hit Points 492 (24d20 + 240)
Speed 50 ft., Fly 100 ft.
STR
30 (+10)
DEX
12 (+1)
CON
30 (+10)
INT
20 (+5)
WIS
17 (+3)
CHA
25 (+7)
Saving Throws DEX +9, CON +18, WIS +11, CHA +15
Skills Arcana +21, History +21, Perception +19, Stealth +9
Damage Immunities Cold
Condition Immunities Charmed, Frightened
Senses Truesight 300 ft., Passive Perception 29
Languages Common, Deep Speech, Draconic, Gith, Thri-kreen
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Chill of the Void: Creatures with resistance to cold damage don’t have resistance to the cold damage dealt by the Void dragon. A creature with immunity to cold damage is still immune to the dragon’s cold damage

Singularity(Mythic Trait, Recharges after a Long Rest): When the void greatwyrm is reduced to 0 hit points, it releases a wave of celestial destruction. Each creature within 1,000 feet of the greatwyrm must make a DC 23 Constitution saving throw, taking 66 (12d10) bludgeoning damage and 66 (12d10) cold damage on a failed save, or half as much damage on a successful one. Objects in the area that aren’t being worn or carried take half the bludgeoning damage. A creature that fails the saving throw by 5 or more is ejected to a random location on a random plane of existence or 5d100 miles away from its current location in a random direction (GM’s choice).

    Additionally, the Greatwyrm recharges its breath weapon, regains all expended uses of Legendary Resistance and hit points equal to the total damage dealt to creatures by this ability, before reducing creatures to 0 hit points (If a creature with 10 hit points takes 100 damage, the Greatwyrm only regains 10 hit points). If this would put the greatwyrm above its hit point maximum, it regains its hit point maximum and then receives the difference in temporary hit points, which last for 1 hour, during which the Greatwyrm can use its Mythic Actions in place of Legendary Actions. If no creatures take any damage from the Shockwave, the dragon dies after releasing it.

Expert Void Traveler: The Void dragon doesn’t require air, food, drink, sleep, or ambient pressure. While traveling in the Void, the dragon magically glides on solar winds, covering immense distances in short times.

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

Liminal Spawn: The greatwyrm’s body is made of strange matter from beyond reality, that can give birth to new life. When the greatwyrm dies, its body dissipates into wisps of dark voidstuff. There's a 50% chance that a liminal drake instantly appears in the space the greatwyrm occupied and uses the greatwyrm’s initiative count (This only occurs after the Mythic Trait has already been used).

Actions

Multiattack: The dragon uses its Aura of Madness. It then 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 14 (4d6) cold damage.

Claw: Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) 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: 18 (2d8 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.

Aura of Madness: Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 23 Wisdom saving throw or suffer short-term madness 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 Aura of Madness for the next 24 hours.

Breath Weapons(Recharge 5-6): The dragon uses one of the following breath weapons.

● Gravitic Breath: The dragon exhales localized gravity in a 120-foot cube, originating from the dragon. When a creature ends a fall in the cube, it takes 1d10 bludgeoning damage for every 10 feet it fell, to a maximum of 20d10. A creature that enters the cube for the first time on a turn or starts its turn there must make a DC 26 Dexterity saving throw. On a failure, the creature is restrained. On a success, the creature’s speed is halved as long as it remains in the cube. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cube lasts for 1 minute.

● Stellar Breath: The dragon exhales star fire in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 49 (14d6) fire damage and 49 (14d6) radiant damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Shadow Stealth: While in dim light or darkness, the greatwyrm can take the Hide action as a bonus action.

Reactions

The Greatwyrm can take two reactions per round, but only one per turn.

Void Twist: The dragon adds 8 to its AC against one attack that would hit it, as it twists reality to open a small rift in space to protect itself. To do so, the dragon must be able to see the attacker. If the attack misses by 5 or more, the dragon can choose to open a second, connected rift next to another creature it can see within 30 feet of it to direct the attack at that creature instead, using the original attack roll result against the new target’s AC.

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

Detect: The greatwyrm makes a Wisdom (Perception) check.

Tail Attack: The greatwyrm makes a Tail attack.

Void Slip(Costs 2 Actions): The greatwyrm twists the fabric of space around it, disappearing and reappearing in an unoccupied space it can see within 200 feet of it. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 21 (6d6) cold damage and be knocked prone.

Mythic Actions

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

Bite: The greatwyrm makes one Bite attack.

Power of the Void(Costs 2 Actions): The Greatwyrm casts either Dark Star or * Evard's Black Gate (Save DC 21) requiring no components. Its spellcasting ability is Intelligence (Psionics).

Spells marked With a * are homebrew.

Description

    Void Greatwyrms are impossibly ancient, even by draconic standards. Most dragon breeds (Chromatic, Metallic & Gem dragons) reach the Greatwyrm category around the age of 1,200 years, while Epic Dragons (Prismatic, Force & Time) are considered Greatwyrms at 2,400. Void dragons age even more slowly, becoming Greatwyrms at 4,100 years of age. For a frame of reference, the oldest living dragon on the planet of Toril, the Golden Greatwyrm Palarandusk, is approximately 3,300 years old, and among the oldest living beings in the forgotten realms (Discounting undead & deities).

   While powerful enough in their own right to be Minor Powers in the Far Realm, with Star Spawn, Beholders, Cosmic Horrors & other abberations serving them, Void Dragons are often the foremost servant of Elder Evils themselves. The Living Stars Hadar & Khirad have Void Dragons in their service, as does Atropus, the World Born Dead. Because a Void Dragons simply keeps growing beyond greatwyrm size (They're one of two fully immortal dragon species) they often desire to leave angled space entirely when they grow too vast for it. The oldest & strongest among them have joined Tharizdun, in his quest to pierce the Vortex, & pursue the Old Ones into higher dimensions, leaving the Great Wheel behind altogether.

Lair and Lair Actions

Void dragons make their lairs deep in the freezing, airless space between the stars. When a Void dragon claims a home elsewhere, it prefers towering mountain peaks, valleys, or ruins at high elevation with a clear view of the sky. When encountered in its lair, 

Lair Actions

On initiative count 20 (losing initiative ties), the Greatwyrm takes a lair action to cause one of the following effects; the Greatwyrm can’t use the same effect two rounds in a row:

  • Orb of the Void: The Void briefly overlaps the Greatwyrm’s lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The sphere spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. Any creature that ends its turn in the sphere takes 10 (3d6) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies.
  • Spatial Anomaly: The lair’s connection to the Void briefly rips the fabric of space, forcing two creatures the dragon can see within 120 feet of it to suddenly exist at the same point in space and time. The laws of reality repel the creatures back to their original positions as reality resets. The targets aren’t actually moved, but reality’s reset forces each target to make a DC 15 Strength saving throw. On a failure, the creature takes 16 (3d10) force damage and is forced prone. On a success, the creature takes half the damage and isn’t forced prone
  • Zero Gravity: Gravity stops working in a 50-foot radius, 100-foot-high cylinder centered on a point the dragon can see within 120 feet of it. Each creature in that cylinder drifts 10 feet away from the ground and must succeed on a DC 15 Strength saving throw or be restrained. A flying creature automatically succeeds on the saving throw, but its speed is halved unless it can hover or flies magically. This effect lasts until initiative count 20 on the next round.

Regional Effects

The region containing a Void Greatwyrm’s lair is warped by its presence, which creates one or more of the following effects:

  • Dark of the Void: Nonmagical illumination, including sunlight, can’t create bright light within 6 miles of the lair.
  • Torn Veil: Within 3 miles of the lair, disembodied voices whisper in the night. Celestials, Abberations, and Fiends with a challenge rating of 4 or lower can choose to slip into the Material Plane from their native planes or vice versa.
  • Uncovered Knowledge: Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge.

If the Greatwyrm dies, these effects fade over the course of 2d10 days.

Matt77stock

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