Gargantuan Dragon, Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 448 (23d20 + 207)
Speed 40 ft., Fly 80 ft. (Hover), Swim 40 ft.
STR
28 (+9)
DEX
10 (+0)
CON
29 (+9)
INT
18 (+4)
WIS
15 (+2)
CHA
23 (+6)
Saving Throws DEX +7, CON +16, WIS +9, CHA +13
Skills Arcana +18, History +18, Perception +16, Persuasion +13, Stealth +7
Damage Immunities Cold
Condition Immunities Charmed, Frightened
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Celestial, Common, Deep Speech, Draconic, Infernal, Primordial
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Chill of the Void. Cold damage dealt by the Void Dragon ignores damage resistance, but not immunity.

Collapsing Star. When the Void Dragon is dealt a killing blow, the star at its core begins to collapse, then eplode. Each creature within 1 mile of the dying Void Dragon takes 55 (10d10) bludgeoning damage, 55 (10d10) cold damage, and 55 (10d10) psychic damage. This damage can be redced by half with a DC21 Dex save, Con save, and Wis save. Any creature who fails 2 saving throws is plane shifted to another random plane of existence.

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

Far Realm Voyager. Void Dragons have visited the Far Realm, and have lived there themselves. They require no food, drink, sleep, nor air to survive.

Actions

Multiattack. The dragon can use its Aura of Madness. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 9 (2d8) cold damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage plus 7 (2d6) cold damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.

Aura of Madness. Each creature within 120 ft of the dragon must make a DC 21 Wis saving throw or be frightened by it for 1 minute. A creature that fails by 5 or more is driven insane, it is permanently frightened, and acts as if under the effects of Confusion. It may make an additional saving throw every 24 hours, Greater Restortion can also heal this effect.

Gravitic Breath(Recharge 5–6). The dragon exhales a 90-foot cube of increased gravity. Any flying creature must succeed a DC 22 STR save or have its flying speed reduced to 90 and crash to the ground, taking 1d10 per 10 ft. traveled. Any creature on the ground must succeed a DC 22 STR saving throw or take 2d6 force damage and have its movement reduced to 0. The entire area is considered difficult terrain. The dragon cannot use this breath twice in a row. This field lasts until the breath weapon recharges.

Solar Flare Breath(Recharge 5-6). The dragon exhales star fire in a 90-foot cone. Each creature must make a DC 22 Dex save, taking 45 (13d6) fire damage and 45 (13d6) radiant damage on a failed save, or half as much on a successful one.

Teleport. The dragon teleports up to 100 feet to an unoccupied spot within sight.

Legendary Actions

The dragon 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 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 Slip (Costs 2 Actions). The dragon twists the fabric of reality. Each creature within 15 feet of the dragon must succeed on a DC 21 DEx saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then teleport to an unoccupied space within 40 feet.

Void Cache (Costs 3 Actions). The dragon can magically reach into its treasure hoard and either place an item into it, or take an item from it.

Lair and Lair Actions

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:

  • The dragon negates gravity within its lair. All creatures float 15 feet off the ground. Flying creatures move at half speed. unless this flight is magical, or has the "Hover" tag. The dragon's Gravitic Breath can locally negate this effect. This effect lasts until initiative count 20 on the following round.
  • The Far Realm reaches into the Material Plane in a 20-foot sphere of blackness, going around corners, punctuated by steaks of purple. Light cannot puncture this sphere, and it contains no air. Any creature in the sphere when it arrives must make a DC 15 Con save or take 10 (3d6) cold damage on a failed save, or half on a successful one. Any creature ending its turn in the sphere takes the 10 (3d6) cold damage with no save.
  • The dragon rips the fabric of reality, dragging 2 creature it can see within 120 feet to exist within the same space. They are then forced back into their own spaces, taking 10 (3d6) bludgeoning damage and be knocked prone. The damage can be halved and the creatures can remain standing with a successful DC 15 STR save.

 

Jerico129

Comments

Posts Quoted:
Reply
Clear All Quotes