Legendary Resistance (3/Day). If the Black Hole Wyvern fails a saving throw, it can choose to succeed instead.
Innate Spellcasting.
The Black Hole Wyvern’s spellcasting ability is Charisma (spell save DC 22). The wyvern can cast the following spells, requiring no material components:
- At will: darkness, disintegrate, gravity well, teleport
- 3/day each: blight, fear, time stop
- 1/day each: meteor swarm, wish
Black Hole Aura. The wyvern emits an aura of gravitational distortion. Creatures within 60 feet of it take 10 (3d6) force damage at the start of their turn. Additionally, any creature that starts its turn within the aura must succeed on a DC 22 Strength saving throw or be pulled 10 feet toward the wyvern. If a creature is already within 10 feet of the wyvern, it is restrained by the intense gravity until the start of the wyvern's next turn.
Antimatter Breath (Recharge 5-6). The wyvern exhales a concentrated beam of antimatter energy in a 90-foot line that is 10 feet wide. Each creature in the line must make a DC 24 Dexterity saving throw, taking 70 (20d6) force damage on a failed save, or half as much on a successful one. A creature reduced to 0 hit points by this attack is disintegrated, leaving only a fine dust.
Multiattack. The Black Hole Wyvern makes three attacks: one with its bite, one with its tail, and one with its claws.
- Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 40 (6d8 + 10) piercing damage plus 22 (4d10) necrotic damage.
- Claws. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 30 (4d10 + 10) slashing damage.
- Tail. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 35 (5d8 + 10) bludgeoning damage and the target must make a DC 24 Constitution saving throw or be stunned until the end of the wyvern's next turn.
Black Hole Breath (Recharge 5-6). The wyvern exhales a 60-foot cone of black, swirling energy. Each creature in the area must make a DC 24 Constitution saving throw, taking 100 (20d10) force damage on a failed save, or half as much on a successful one. Creatures reduced to 0 hit points by this attack are sucked into the black hole, vanishing from existence.
Gravity Manipulation. The Black Hole Wyvern can control gravitational forces within 300 feet of itself. As a bonus action, it can cause creatures in that area to experience crushing gravity or lighter-than-air conditions. Creatures within 60 feet of the wyvern must succeed on a DC 24 Strength or Dexterity saving throw (target’s choice) or be either pulled 30 feet toward the wyvern or pushed 30 feet away from it. This feature can be used to break up large groups, scatter enemies, or aid in escape.
The Black Hole Wyvern can take 3 legendary actions, choosing from the options below. It can only take one legendary action at a time and only at the end of another creature's turn.
- Gravity Crush (Costs 2 Actions). The wyvern forces a creature within 30 feet of it to make a DC 22 Strength saving throw. On a failed save, the creature is pulled toward the wyvern and is restrained for 1 round. The creature takes 14 (4d6) force damage at the start of its next turn.
- Wing Buffet (Costs 1 Action). The wyvern beats its wings. Each creature within 15 feet of the wyvern must succeed on a DC 22 Strength saving throw or be knocked prone and pushed 15 feet away.
- Antimatter Bolt (Costs 2 Actions). The wyvern hurls a burst of unstable antimatter at a creature within 120 feet. The target must make a DC 22 Dexterity saving throw, taking 40 (11d6) force damage on a failed save, or half as much on a successful one.
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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
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Lair and Lair Actions
The Black Hole Wyvern's Lair:
The entrance to the lair is found within a massive rift in space, a tear in the fabric of reality that stretches across a vast, empty void. This rift is visible from a great distance—an area of swirling dark matter and luminous energy, the remnants of dying stars that have been sucked into the gravitational well of the wyvern’s home. The air itself crackles with energy as if the very atmosphere is under constant strain, bending and warping at the edges.
As one approaches the entrance, the pull of the wyvern's gravity becomes palpable. The ground is jagged and cracked, made of a black, glass-like substance that seems to pulse and ripple, as though time itself is bent within the lair. The closer you get, the more you feel the weight of gravity distorting your movements—every step becomes harder, and breathing becomes labored as the atmosphere thins. The horizon seems to curve, as though the laws of physics are already on the edge of collapse.
Once inside, the cavern opens into a vast chamber that seems to stretch on forever. The walls are made of swirling cosmic energy, constantly shifting and changing between dark space, stars, and flashes of pure antimatter. They seem to pulse with the life force of collapsed stars, flickering with bursts of light before they vanish into darkness once again. There are no clear edges, no definitive shapes, just a twisting void that is impossible to comprehend.
Lair Actions
When fighting inside its lair, the Black Hole Wyvern can use lair actions. On initiative count 20 (losing initiative ties), the Black Hole Wyvern takes a lair action to cause one of the following effects:
- Gravitational Distortion. The wyvern manipulates gravity in its lair. All creatures within the lair must make a DC 24 Strength saving throw or be knocked prone and pushed 30 feet away.
- Black Hole Pulse. The wyvern causes a miniature black hole to pulse in its lair, pulling all creatures within 60 feet 20 feet toward its epicenter. Creatures must make a DC 22 Dexterity saving throw or take 30 (7d8) force damage and be pulled 20 feet.
- Antimatter Surge. The wyvern creates an antimatter surge in a 30-foot radius. Creatures in the area must make a DC 22 Constitution saving throw or take 40 (11d6) force damage on a failed save, or half as much on a successful one.
Regional Effects
The area within 6 miles of the Black Hole Wyvern’s lair is warped by its gravitational presence. The following effects occur within this region:
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Gravitational Anomalies.
Gravity becomes erratic in the surrounding area. At random points within the region, the pull of gravity fluctuates. This can cause sudden, unpredictable shifts in movement, as if gravity itself is pushing or pulling creatures in random directions.- Creatures within this area must make a DC 18 Strength or Dexterity saving throw at the start of their turn. On a failed save, they are either pulled 10 feet toward a random direction or pushed away 10 feet, making it difficult to remain steady and maintain control.
- Flying creatures must succeed on a DC 18 Strength saving throw or lose 10 feet of altitude for every 10 feet they move. Flying in this region requires great concentration and is far more exhausting than usual.
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Time Distortion.
Time behaves erratically within the region. The influence of the Black Hole Wyvern creates subtle rifts that cause time to flow irregularly.- When a creature attempts a long rest within this area, they find that time does not pass as it should. The rest is incomplete, and creatures only gain half the benefits of a long rest. In addition, the day/night cycle may shift unpredictably, confusing those who try to track the passage of time.
- On a failed Wisdom (Perception) check or Intelligence (Investigation) check made to discern time’s passage, creatures may lose their sense of the present and feel disoriented. They take a -2 penalty to Wisdom and Intelligence saving throws while in this region.
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Gravitational Wells.
Localized gravitational wells begin to form at random intervals throughout the region. These unpredictable anomalies pull creatures and objects toward them, even if they are far from the wyvern’s lair.- Within 1 mile of the wyvern’s lair, areas of the ground occasionally shift, forming gravitational wells that can pull creatures toward them. Creatures within 30 feet of one of these wells must make a DC 20 Strength saving throw or be pulled 15 feet toward the center of the well, potentially falling into the space beyond or becoming restrained.
- The gravitational wells are often near cliffs, crevices, or other dangerous terrain, so being pulled into one can result in falling or being trapped in hard-to-reach areas.
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Cosmic Radiation.
The Black Hole Wyvern’s intense control over dark matter and antimatter distorts the region’s energy, creating harmful cosmic radiation that can affect living creatures.- Creatures within 3 miles of the wyvern’s lair must make a DC 18 Constitution saving throw at the start of each day or suffer 10 (3d6) radiant damage from exposure to cosmic radiation.
- Creatures that fail the saving throw also suffer disadvantage on ability checks and saving throws related to their physical capabilities (Strength, Dexterity, Constitution) until they complete a short or long rest.
- This effect can be mitigated by magical protections like Protection from Energy or Antimagic Field, or by creatures that are naturally resistant to radiant damage or have protection from environmental hazards.
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Distorted Reflections.
The immense gravitational influence of the Black Hole Wyvern causes light to bend in strange ways, creating warped and unsettling visual effects. These distortions make it difficult for creatures to discern their surroundings clearly, leading to confusion.- Any creature traveling in the area experiences distorted visions or flickers of warped space. They have disadvantage on Wisdom (Perception) checks and attack rolls that rely on sight.
- Additionally, creatures may occasionally see “phantom images” of other creatures or objects, hallucinations of past battles, or visual distortions of the surrounding environment, causing them to occasionally mistake their surroundings for something far more dangerous. This effect causes creatures to have disadvantage on Wisdom (Insight) and Intelligence (Investigation) checks, as well as on saving throws against being frightened.
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Spontaneous Black Holes.
In the most extreme areas of the region, small pockets of space-time spontaneously collapse, briefly creating mini black holes. These tiny singularities only last for a few moments but can have catastrophic effects.- A black hole may form anywhere within 2 miles of the lair, appearing as a swirling vortex of dark energy. Any creature within 50 feet of such a phenomenon must make a DC 22 Dexterity saving throw or be sucked into the black hole.
- A creature sucked in takes 30 (10d6) force damage and is flung 2d6 miles away from the black hole, possibly falling into difficult terrain, dangerous environments, or even into another region of the world entirely.
- These spontaneous black holes may also cause temporary, localized gravity wells, leading to traps or areas where the laws of physics are even more unpredictable.
If the Blackhole Wyver dies, these effects fade over the course of 10d6 days.
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