Gargantuan Dragon, Chaotic Neutral
AC 22 (natural armor)    Initiative +2 (12)
HP 533 (26d20 + 260)
Speed 60 ft., Fly 120 ft., Swim 60 ft.
Mod Save
STR 30 +10 +10
DEX 14 +2 +10
CON 30 +10 +18
Mod Save
INT 21 +5 +5
WIS 20 +5 +13
CHA 26 +8 +16
Skills Arcana +13, History +13, Perception +13, Stealth +10
Resistances Necrotic
Immunities Cold; Charmed, Frightened, Poisoned, Prone
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 23
Languages Common, Draconic, Void Speech
CR 28 (XP 120,000; PB +8)
Traits

Legendary Resistance (4/Day). If the void greatwyrm fails a saving throw, it can choose to succeed instead.

Expert Void Traveler. The Void greatwyrm doesn’t require air, food, drink, sleep, or ambient pressure. While traveling in the Void, the greatwyrm magically glides on solar winds, covering immense distances in short times.

Void Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 425 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating the greatwyrm after its Void Awakening activates.

Maddening Darkness (Void Awakening Only; Recharges after a Short or Long Rest). After a Void Awakeningthe greatwyrm targets all creatures within 300 feet of it. Each targeted creature must succeed on a DC 26 Charisma saving throw or have long term madness in the greatwyrm’s presence. At the end of a creature’s turn, it can repeat the saving throw, ending the effect on itself on a success. At the end of the greatwyrm’s turn, each creature under a madness effect must spend a turn attacking a creature hostile to the greatwyrm. In addition, the greatwyrm can choose any number of creatures under madness and deal 45 (7d12) psychic damage to each of them.

Chill of the Void. Creatures with resistance to cold damage don’t have resistance to the cold damage dealt by the Void greatwyrm. A creature with immunity to cold damage is still immune to the greatwyrm’s cold damage.

Collapsing Star. When the void greatwyrm dies, it explodes in a swath of celestial destruction. Each creature within 2,000 feet of the greatwyrm must make a DC 28 Constitution saving throw, taking 55 (15d10) bludgeoning damage and 55 (15d10) cold damage on a failed save, or half as much damage on a successful one. Objects in the area that aren’t being worn or carried take half the bludgeoning damage. A creature that fails the saving throw by 8 or more is ejected to a random location on a random plane of existence or 10d100 miles away from its current location in a random direction (DM’s choice).

Innate Spellcasting. The void greatwyrm's innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: magnify gravity, hold person

1/day: reverse gravity, darkstar, ravenous void, gravity fissure, gravity smash, hold monster

Actions

Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.

Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 13 (2d10 + 10) piercing damage plus 16 (3d10) necrotic damage.

Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 19) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled in this way at a time.

Gravitic Breath (Recharge 5–6). The dragon exhales localized gravity in a 120‑foot cube, originating from the greatwyrm. When a creature ends a fall in the cube, it takes 3d10 bludgeoning damage for every 10 feet it fell, to a maximum of 20d10. A creature that enters the cube for the first time on a turn or starts its turn there must make a DC 28 Dexterity saving throw. On a failure, the creature is restrained. On a success, the creature’s speed is halved as long as it remains in the cube. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cube lasts for 1 minute.

Stellar Breath (Recharge 5–6). The dragon exhales star fire in a 300-foot cone. Each creature in that area must make a DC 28 Dexterity saving throw, taking 42 (18d6) fire damage and 42 (18d6) radiant damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Void Rend. The void Greatwyrm can make one creature that is within 60ft of itself make a DC 28 Intelligence saving throw or be stunned with madness until the greatwyrm's next turn.

Reactions

Void Twist. The greatwyrm adds 8 to its AC against one attack that would hit it, as it twists reality to open a small rift in space to protect itself. To do so, the greatwyrm must be able to see the attacker. If the attack misses by 4 or more, the greatwyrm can choose to open a second, connected rift next to another creature it can see within 60 feet of it to direct the attack at that creature instead, using the original attack roll result against the new target’s AC.

Legendary Actions

The Void greatwyrm 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 Void greatwyrm regains spent legendary actions at the start of its turn.

Claw. The greatwyrm makes one Claw attack.

Void Shatter (Costs 2 Actions). The greatwyrm uses Void Rend or Spellcasting.

Void Beam (Costs 3 actions). The greatwyrm emits a beam of radiant energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 26 Intelligence saving throw, taking 27 (5d10) psychic damage on a failed save, or half as much damage on a successful one.

 
 
Mythic Actions

If the greatwyrm’s Awakening trait has activated in the last hour, it can use the Mythic options below as legendary actions.

Bite (Mythic). The greatwyrm makes one Bite attack.

Gravity Surge (Costs 2 Actions, Mythic). The greatwyrm surges it's gravity to crush everything around it. Each creature in a 60-foot-radius sphere centered on the greatwyrm must succeed on a DC 26 Strength saving throw or take 22 (5d8) force damage.

Description

The Void Greatwyrm is the end of memory, the stillness at the edge of reality, and the inexorable unraveling of all things. It's scales are darker than darkness, devouring light rather than reflecting it, to be not merely black, but absence. Its eyes burn with the cold of collapsed stars, and its wings stretch like rips in the fabric of space itself. Where it moves, time slows. Where it sleeps, stars fail. Where it gazes, gods fall silent.

It speaks not with words, but with pressure on the mind, a sensation like drowning in cold ink. Some claim it was forged in the collapse of a dead cosmos. Others believe it is the final dragon, fated to consume the last light when all songs have faded. None know its purpose, only that when the void dragon stirs, the universe holds its breath.

Lair and Lair Actions

Lair Actions
On initiative count 20 (losing initiative ties), the Void Greatwyrm causes one of the following effects. It can’t use the same effect two rounds in a row.

1. Gravitational Collapse

The dragon crushes space inward in a 60-foot radius sphere centered on a point it can see within 120 feet. Each creature in the area must make a DC 22 Strength saving throw. On a failure, it takes 10d10 force damage, is restrained, and pulled 20 feet toward the center. On a success, it takes half damage and isn’t restrained. A creature restrained by this effect can repeat the save at the end of each of its turns.

2. Void Sphere

A 80-foot-radius sphere of absolute silence manifests within 120 feet and lasts until initiative count 20 on the next round. All sound is magically nullified (as silence, no concentration required). Spellcasting with verbal components is impossible in the area. Psychic damage dealt inside the sphere is halved, and creatures that fail a DC 21 Wisdom saving throw suffer disadvantage on Intelligence, Wisdom, and Charisma checks until the end of their next turn.

3. Null Pulses

The greatwyrm exhales a pulse of void energy in a 80-foot cone. Each creature in the cone must succeed on a DC 21 Constitution saving throw or suffer one of the following random effects (roll 1d4):

Blinded for 1 minute (save ends at end of turn).
Stunned until the end of their next turn.
Take 6d12 necrotic damage and cannot regain hit points until the start of the greatwyrm’s next turn.
Lose one spell slot or innate use of a magical ability. If none remain, suffer 4d12 necrotic damage instead.

Regional Effects
The area within 6 miles of the Void Greatwyrm’s lair is warped by its existence. Space, time, and thought begin to degrade in subtle and terrifying ways:

1. Encroaching Darkness

Stars, moons, and sunlight seem to dim unnaturally as one approaches the lair, even underground or indoors. Magical light shines only half as far, and nonmagical lights flicker and extinguish unless protected. At night, no stars are visible, and even divination spells aimed outward return only static or silence.

2. Gravity Warp

Distances within 3 miles of the lair become unpredictable. A path that seems 20 feet may stretch to 100, or vice versa. Creatures that dash or teleport must roll a DC 20 Intelligence saving throw or arrive 10–60 feet off-target in a random direction. Climbing, flying, or falling becomes disorienting and flight speed is halved unless the creature has blindsight or tremorsense.

3. Madness Unravels

The Greatwyrm’s presence erodes thought and certainty. Once per day, any creature that finishes a long rest within 6 miles of the lair must succeed on a DC 20 Wisdom saving throw or gain one level of short-term madness. On a success, the creature is immune for 24 hours. On three consecutive failures, the creature is affected by long-term madness.

4. Silencing Realms

A pervasive, unnatural silence settles within 1 mile of the lair. Creatures have disadvantage on Perception checks involving hearing. Sound travels only half as far, and echoes seem delayed or absent. Once per hour, a creature may hear its own voice whispering from behind, or a familiar voice calling from nowhere. These are hallucinations, though they may convey false or prophetic truths.

5. Void Rot

Vegetation, structures, and even magic itself begins to unravel near the lair. Magical items not attuned to a creature have a 10% daily chance of losing one property (DM’s discretion, roll d100 and on a 10 or lower the property is lost, requiring wish to regain). Plants wilt and collapse into black dust within hours of being picked. Food spoils, ink fades, and written languages become incomprehensible unless translated by magic.

 

If the Void Greatwyrm is destroyed or leaves the region, these effects begin to recede. Some vanish within 1d10 days, but others, especially those that affected minds, may linger for years, or become permanent scars on the land.

Previous Versions

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