Huge Aberration (Half-Dragon), Chaotic Neutral
Armor Class 19 (natural armor)
Hit Points 229 (17d12 + 119)
Speed 40 ft., Fly 80 ft.
STR
24 (+7)
DEX
10 (+0)
CON
25 (+7)
INT
16 (+3)
WIS
13 (+1)
CHA
21 (+5)
Saving Throws DEX +5, CON +12, WIS +6, CHA +10
Skills Arcana +13, History +13, Perception +11, Stealth +5
Damage Resistances Force
Damage Immunities Cold, Necrotic
Condition Immunities Charmed, Frightened
Senses Blindsight 120 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic, Void Speech
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Aberration. The Adult Void Dragon is an Aberration.

Life Sense. The Adult Void Dragon can detect all living creatures (excluding undead and constructs) within a range of 1 mile.

Incapacitating Attacks. All attacks from the Adult Void Dragon inflict the Incapacitated condition.

Reality-Erasing Aura. The Adult Void Dragon is surrounded by a reality-erasing aura with a range of 50 feet (10 feet per Proficiency Bonus of +5).

  • Any magical constructs or creatures summoned by a spell that start their turn within the aura are destroyed.

  • Within the aura, all damage immunities of the Adult Void Dragon's enemies are negated.

  • No creature can be healed while inside the aura.

Immunity to Imprisonment. The Adult Void Dragon cannot be imprisoned by any magical or nonmagical means.

Reality Unaffected. The Adult Void Dragon is unaffected by spells such as wish or other reality-altering spells and magic.

Magical Attacks. All attacks of the Adult Void Dragon are considered magical to bypass resistances.

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

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

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon uses its Aura of Madness. It then makes one Bite attack and two Claw attacks.

Bite. Melee Weapon Attack: Auto Hit, Auto Crit (due to Voidwoken traits), reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 10 (3d6) cold damage. Damage is maximum: 27 piercing damage plus 18 cold damage. Target is also Incapacitated.

Claw. Melee Weapon Attack: Auto Hit, Auto Crit (due to Voidwoken traits), reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Damage is maximum: 19 slashing damage. Target is also Incapacitated.

Tail. Melee Weapon Attack: Auto Hit, Auto Crit (due to Voidwoken traits), reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. Damage is maximum: 23 bludgeoning damage. Target is also Incapacitated.

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 18 Wisdom saving throw or suffer short-term madness for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 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 localized gravity in a 60-foot cube, originating from the dragon. When a creature ends a fall in the cube, it takes 1d10 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 20 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 until the dragon’s breath weapon recharges.

  • Stellar Breath. The dragon exhales star fire in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 31 (9d6) fire damage and 31 (9d6) radiant damage on a failed save, or half as much damage on a successful one.

Reactions

Void Twist. The dragon adds 5 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 dragon must be able to see the attacker. If the attack misses by 5 or more, the dragon can choose to open a second, connected rift next to another creature it can see within 30 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 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 actions 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 around it, disappearing and reappearing in an unoccupied space it can see within 120 feet of it. Each creature within 10 feet of the dragon must succeed on a DC 20 Constitution saving throw or take 14 (4d6) cold damage and be knocked prone.

Description

Description

 

The Unmaking of Stars. This creature is not merely a traveler of the void, but a manifestation of the Void's destructive entropy. Its body is a twisting canvas of profound blackness, where once-bright, distant stars now appear warped and dying, shimmering with an oppressive, dark energy. Its eyes burn not with curiosity, but with the cold, absolute certainty of an ending. As it moves, the air around it feels thin and wrong—a physical manifestation of reality straining under its presence.

Harbinger of Entropy. Void dragons of this magnitude are drawn to worlds where reality is already frayed, seeking to consume light, life, and memory. They carry the essence of the ultimate emptiness, and their presence tears at the fabric of existence, rendering magic fleeting and life unsustainable within their aura. They are the living expression of the cosmic urge to return everything to silence and nothingness.

Voracious Scholars. Though driven by annihilation, the dragon maintains its perverse fascination with knowledge. It jealously hoards fragments of forbidden lore, viewing them as echoes of existence it will eventually silence. The true treasure it seeks, however, is the complete and final erasure of complex concepts, culminating in a cold, knowledgeable victory over all creation.

Lair and Lair Actions

A Void Dragon’s Lair

Void dragons make their lairs deep in the freezing, airless space between the stars. When a Void dragon claims a home elsewhere, it prefers towering mountain peaks, valleys, or ruins at high elevation with a clear view of the sky. When encountered in its lair, an adult Void dragon has a challenge rating of 17 (18,000 XP), and an ancient Void dragon has a challenge rating of 25 (75,000 XP).

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Orb of the Void. The Void briefly overlaps the dragon’s lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The sphere spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. Any creature that ends its turn in the sphere takes 10 (3d6) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies.
  • Spatial Anomaly. The lair’s connection to the Void briefly rips the fabric of space, forcing two creatures the dragon can see within 120 feet of it to suddenly exist at the same point in space and time. The laws of reality repel the creatures back to their original positions as reality resets. The targets aren’t actually moved, but reality’s reset forces each target to make a DC 15 Strength saving throw. On a failure, the creature takes 16 (3d10) force damage and is knocked prone. On a success, the creature takes half the damage and isn’t knocked prone.
  • Zero Gravity. Gravity stops working in a 50-foot radius, 100-foot-high cylinder centered on a point the dragon can see within 120 feet of it. Each creature in that cylinder drifts 10 feet away from the ground and must succeed on a DC 15 Strength saving throw or be restrained. A flying creature automatically succeeds on the saving throw, but its speed is halved unless it can hover or flies magically. This effect lasts until initiative count 20 on the next round.

Regional Effects

The region containing a legendary Void dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Dark of the Void. Nonmagical illumination, including sunlight, can’t create bright light within 6 miles of the lair.
  • Torn Veil. Within 3 miles of the lair, disembodied voices whisper in the night. Celestials, Fey, and Fiends with a challenge rating of 2 or lower can choose to slip into the Material Plane from their native planes or vice versa.
  • Uncovered Knowledge. Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge.

If the dragon dies, these effects fade over the course of 1d10 days.

SurgDexil

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