Armor Class
22
Natural Armor
Hit Points
600
(60d20)
Speed
40 ft., fly 80 ft., swim 40 ft.
STR
24
(+7)
DEX
12
(+1)
CON
22
(+6)
INT
18
(+4)
WIS
16
(+3)
CHA
20
(+5)
Saving Throws
DEX +9, INT +12, WIS +11
Damage Vulnerabilities
Radiant
Damage Resistances
Necrotic, Psychic
Damage Immunities
Cold, Poison
Condition Immunities
Blinded, Charmed, Deafened, Exhaustion, Grappled, Invisible, Paralyzed, Petrified, Poisoned
Senses
Passive Perception 16
Languages
--
Challenge
25 (75,000 XP)
Proficiency Bonus
+8
Traits
- The air is thick with a suffocating emptiness, making it difficult for creatures to breathe. Any creature that starts its turn in the lair must make a DC 15 Constitution saving throw or take 2d6 necrotic damage from the void's suffocating influence.
Actions
- Void Breath: exhales a blast of pure void energy in a 90-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 12d10 necrotic damage on a failed save, or half as much on a successful one. Creatures reduced to 0 hit points by this damage are disintegrated, leaving behind only dust.
- Shadow Claws: makes three melee attacks: one with its bite and two with its claws.
- Bite: +14 to hit, reach 15 ft., one target. Hit: 2d10 + 8 piercing damage plus 2d8 necrotic damage.
- Claw: +14 to hit, reach 10 ft., one target. Hit: 2d6 + 8 slashing damage plus 1d8 necrotic damage.
- Void Rift: tears open a rift to the void, creating a 30-foot-radius sphere of darkness centered on a point it can see within 120 feet. The darkness lasts until dismissed as a bonus action or until the dragon dies. Creatures within the sphere are blinded, and any light source originating from outside the sphere is suppressed.
Bonus Actions
- Void Rift Seal: Compounds a void rift to the point of closure; +14 to hit, Hit: 2d10 + 8 force damage plus 2d8 necrotic damage. This will only damage anyone within the Void Rift. (Can only be used on a void rift that has lasted a whole turn)
Reactions
- Void Walk: If Zarath'Nul is about to take damage from a ranged attack/damage spell, he can instantly swap places with his Echo. (must have an Echo to use this/once used, must wait 2 of Zarath'Nul's turns to use again)
Legendary Actions
- Void Nova: releases a burst of void energy in a 30-foot radius centered on itself. Each creature in that area must make a DC 22 Constitution saving throw, taking 3d10 necrotic damage on a failed save, or half as much on a successful one.
- Shadow Step: teleports up to 60 feet to an unoccupied space it can see.
- Echo of the Void: summons a shadowy duplicate of itself within 30 feet of its current location. The duplicate has half of the hit points and shares its actions and abilities until it is destroyed or use this legendary action again to dismiss it.
- Dismiss Echo of the Void
Description
Zarath'Nul is a massive dragon, its scales as dark as the void itself, shimmering with faint traces of distant stars. Its eyes burn with an otherworldly glow, reflecting the emptiness of the void it commands. Shadows seem to twist and coil around its form, lending it an aura of dread and power.
Lair and Lair Actions
- The lair is a vast cavern shrouded in perpetual darkness, with strange void crystals pulsating with dark energy.
- The air is thick with a suffocating emptiness, making it difficult for creatures to breathe. Any creature that starts its turn in the lair must make a DC 15 Constitution saving throw or take 2d6 necrotic damage from the void's suffocating influence.
- Shroud of Darkness: The lair is filled with thick, magical darkness. All creatures other than Zarath'Nul within the lair are blinded unless they have darkvision.
- Void Pulse: Energy pulses outward from Zarath'Nul, causing tremors in the ground. Each creature within 60 feet must make a DC 20 Dexterity saving throw or be knocked prone.
- Distortion Field: The space around Zarath'Nul warps and distorts, making it difficult to target accurately. All ranged attacks made against Zarath'Nul have disadvantage until the start of the dragon's next turn.
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