Gargantuan Dragon, Chaotic Neutral
Armor Class 24 (void armor)
Hit Points 690 (30d20 + 360)
Speed 50 ft., Fly 120 ft. (Hover)
STR
28 (+9)
DEX
20 (+5)
CON
30 (+10)
INT
24 (+7)
WIS
26 (+8)
CHA
28 (+9)
Saving Throws STR +18, DEX +14, CON +19, WIS +17, CHA +18
Skills Insight +16, Intimidation +17, Perception +16, Stealth +7
Damage Resistances Necrotic, Radiant, Thunder
Damage Immunities Force, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Grappled, Restrained
Senses Truesight 180 ft., Passive Perception 26
Languages All, Telepathy 180 ft., Void Speech
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Singularity Aura. A 60-foot aura of gravitational distortion surrounds Cruaver. Ranged attacks targeting him have disadvantage, and teleportation into or out of the area requires a DC 24 Intelligence save except for Cruaver who can teleport anywhere inside the field with his movement.

Living Event Horizon. When a creature within 30 feet of Cruaver casts a spell, it must make a DC 24 Wisdom saving throw or the spell is consumed by void energy (no effect, spell slot lost). Once per round.

Actions

Multiattack. Cruaver makes three attacks: one with Void Maw and two with Claws of Collapse.

Void Maw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
Hit: 36 (5d10 + 9) force damage. The target must succeed on a DC 24 Constitution save or suffer Void Fracture (disadvantage on Strength saves and half movement for 1 minute).

Claws of Collapse. Melee Weapon Attack: +17 to hit, reach 5 ft., one target.
Hit: 27 (4d8 + 9) slashing damage + 13 (3d8) force damage.

Annihilation Pulse (Recharge 5–6). Cruaver emits a wave of vacuum force in a 90-foot cone. Each creature in the area must make a DC 24 Constitution save, taking 90 (20d8) force damage on a failed save, or half as much on a success. Creatures reduced to 0 HP by this effect are disintegrated, leaving behind only void dust.

Black Prism (1/Day). Cruaver folds light into a singular point. Choose 3 creatures. They must each succeed on a DC 24 Charisma save or be trapped in a crystal of null-light for 1 minute (incapacitated, blind, and silenced). Each turn they may reroll the save at the end of their turn.

Voidflame Breath (Recharge 5–6).Cruaver exhales a sweeping torrent of writhing voidfire in a 120-foot line that is 20 feet wide. The attack distorts light and crushes sound, leaving only overwhelming silence and disintegration in its wake. Each creature in the area must make a DC 24 Dexterity saving throw, taking: 96 (16d10) force damage plus 96 (16d10) necrotic damage on a failed save, or half as much on a successful one.

Aftereffects:
The affected area becomes nullspace for 1 minute:

Magical light is extinguished.
The area becomes difficult terrain.
Any creature that starts its turn in the area takes 10 (3d6) force damage and cannot regain hit points until it leaves the zone.

Reactions

Gravity Lash (3/Day). As a reaction to being hit, Cruaver lashes out with tendrils of collapsed space. The attacker must succeed on a DC 24 Strength save or be restrained by gravitational bindings (escape DC 24).

Legendary Actions

Cruaver can take 3 legendary actions, choosing from the options below.

  • Voidlash. Make one Claw of Collapse attack.

  • Gravity Well (Costs 2 Actions). Pull all creatures within 60 feet 15 feet closer. DC 24 Strength save to resist.

  • Phase Warp (Costs 2 Actions). Cruaver vanishes and reappears anywhere within 120 feet.

  • Graviton Shear (Costs 3 Actions). A line 100 feet long and 10 feet wide explodes with gravitational collapse. Creatures in the line must make a DC 24 Dexterity save or take 55 (10d10) force damage and be flung 30 feet.

Mythic Actions

When Cruaver is reduced to 0 hit points, he does not fall unconscious. Instead, he releases a pulse of pure void and force energy. His hit points return to 300, all conditions affecting him end, and reality begins to warp around him.

For the rest of the encounter:

  • All attacks deal an additional 2d12 force damage.

  • Cruaver can take two turns per round, one on his initiative and one at initiative count 10.

  • The battlefield is treated as his Lair regardless of location.

Lair and Lair Actions

Cruaver’s lair is any region where a star has been altered or corrupted by his essence. At initiative count 20 (losing ties), Cruaver can use a lair action:

  1. Void Eclipse. A shadow briefly covers the area, suppressing all magical light. All creatures lose darkvision and have disadvantage on Perception checks until the next round.

  2. Gravity Reversal. Choose a 60-foot cube. Creatures within must succeed on a DC 24 Constitution saving throw or fall upward 60 feet, taking 6d6 damage (or none with Feather Fall or similar effects).

  3. Spatial Distortion. Reality warps in a 30-ft radius centered anywhere Cruaver can see. Creatures in the area must make a DC 24 Intelligence save or treat the space as difficult terrain and have disadvantage on attack rolls until the end of their next turn.

Regional Effects – Touched Star Zone

The region surrounding a star Cruaver has touched becomes permanently altered.

  • Light bends wrong. The sun emits violet and black iridescence; shadows shift inconsistently and stars in the sky appear closer.

  • Gravity pulses. Floating stones, inverse waterfalls, and zones of magnetic push and pull are common.

  • Whispers in the Vacuum. At night, anyone within 10 miles hears distant cosmic whispers, occasionally gaining 1d4 temporary HP or suffering a level of exhaustion (Cruaver’s choice).

Habitat: Planar (Astral Plane)

Overlord_Cruaver

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