- 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 14 (4d6) 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 of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature fails the saving throw by 5 or more it is driven insane. An insane creature is frightened permanently, and behaves as if affected by confusion while it is frightened in this way. 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 a 90-foot cube of powerful localized gravity, originating from the dragon. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, it must make a DC 24 Dexterity saving throw. On a failure the creature is restrainted. On a success the creature’s speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon’s breath recharges, and it can’t use gravitic breath twice consecutively.
- Stellar Flare Breath. The dragon exhales star fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 45 (13d6) fire damage and 45 (13d6) radiant damage on a failed save, or half as much damage on a successful one.
- Teleport. The dragon magically teleports to any open space within 100 feet.
Void Twist. When the dragon is hit by a ranged attack, it can create a small rift in space to increase its AC by 2 against that attack. If the attack misses because of this increase, the dragon can choose a creature within 30 feet to become the new target for that attack . Use the original attack roll to determine if the attack hits the new target.
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 action 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 space. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity 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 retrieve one item. If the dragon is holding an item, it can use this ability to deposit the item into its hoard.
Description
Void dragons are eldest Children of Celestial the world serpent. They drift through the void of veles beyond the boundaries of the mortal world, wanderers between the stars. The void dragons are aloof, mingling only with the otherworldly beings that live above and beyond the sky.
Void dragons even converse with the incarnate forms of the stars themselves, some of the most potent, if the most removed, forces imaginable. When lesser creatures deign to approach Void dragons, the dragons themselves hardly notice. Only a select few mortals have so much as inconvenienced a void dragon, and those few were never heard from again.
Void dragons are intensely knowledgeable creatures, but they have seen too much. They flown beyond the boundaries to the edge of the world and the void itself, gazing into the yawning nothing has opened their eyes to the truths of the multi-verse, but experiencing these vista's have taken a toll, the Void dragons carry a piece of that nothingness with them, and that it slowly devours it's own being. They are all unhinged, and that madness is contagious. It flows out of them to break the minds of lesser beings when the dragons fly out into a rage and lash out.
Lair and Lair Actions
Regional Effects
The region containing a Void dragon is in range of 1 mile , which creates the following effects
- Collapsing Star. When the void dragon is killed it explodes in a swath of celestial destruction. Each creature and object within 1 mile of the dragon take 55 (10d10) bludgeoning damage, 55 (10d10) cold damage, and 55 (10d10) psychic damage. Each damage type can be reduced by half with a successful DC 21 saving throw: Dexterity vs. bludgeoning, Constitution vs. cold, and Wisdom vs. psychic. Additionally, a creature that fails two or three of the saving throws is affected by a Plane shift spell and sent to a random plane. If it is sent to the plane it currently occupies, it appears 5d100 miles away in a random direction.
Comments