Huge Dragon (Adult Chromatic, Elemental, Metallic), Chaotic Evil
AC 19    Initiative +10 (20)
HP 228 (18d12 + 120)
Speed 40 ft., Fly 80 ft.
Mod Save
STR 27 +8 +8
DEX 12 +1 +7
CON 25 +7 +7
Mod Save
INT 19 +4 +4
WIS 15 +2 +8
CHA 19 +4 +4
Skills History +10, Perception +12, Stealth +5
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Cold, Force; Blinded, Grappled, Paralyzed, Petrified, Prone
Senses Blindsight 60 ft., Darkvision 120 ft., Truesight 120; Passive Perception 21
Languages Abyssal, Common, Draconic, Primordial, Telepathy 120 ft.
CR 18 (XP 20,000, or 18,000 in lair; PB +6)
Traits

Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.

Void Step. the dragon can relocate to any square within 30 ft. of it's starting location at will with no cost to movement.

Void Gaze. the dragon has Truesight within 120 ft. and can use the effects of the Scrying at will.

Chill of the Void. Cold damage dealt by the dragon ignores resistance to cold damage, but not cold immunity.

Actions

Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Void Breath or (B) Spellcasting to cast Ice Knife.

Rend. Melee Attack Roll: +13, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Cold damage plus 4 (1d8) Force damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

Void Breath (Recharge 5–6). Constitution Saving Throw: DC 20, each creature in a 60-foot Cone. Failure: 54 (12d8) Force damage and 15 (3d8+3) Cold Damage. Success: Half damage.

Void Lock. Constitution Saving Throw: DC 20, each creature in a 60-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.

Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks):

At Will: Detect Magic, Hold Monster, Ice Knife, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Eyebite, Hunger of Hadar, Chaos Bolt


1/Day Each: Ice Storm (level 5 version), Zone of TruthPlanar Binding, Disintegrate, Arcane Hand

2/Day Each:Mind Spike, Phantasmal ForceBanishing Smite

Bonus Actions

Call of the Void. As a bonus action the dragon can cast the following spells:Dominate Beast, Planar Binding, Mind Spike

Reactions

Infinite Space. As a reaction the dragon can lower it's AC by 5 until it's next turn. attacks that meet the lower AC but not the original AC strike a creature of the dragons choice within 60 ft.

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.

Chill. The dragon uses Spellcasting to cast Hold Monster. The dragon can’t take this action again until the start of its next turn.

Cosmic Gale. Dexterity Saving Throw: DC 19, each creature in a 60-foot-long, 10-foot-wide Line. Failure: 14 (4d6) Cold damage and 6 (2d6) Force damage, and the target is pushed up to 30 feet straight away from the dragon. Success: Half damage only. Failure or Success: The dragon can’t take this action again until the start of its next turn.

Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.

Description

"They say the Voidwyrm still dreams, but it's not the dreams of a dragon anymore. It's a symphony of madness, of cosmic dread, whispered through the parasite's tendrils. To face it is to confront the abyss itself." - Unknown Scholar of Dragon's Tower

The Void Dragonis a creature of immense power and unimaginable horror, a being that defies all attempts at categorization. It is a dragon, yes, but twisted and corrupted by an eldritch parasite that has taken root within its very being. Its scales are a patchwork of dark, shadowy colors and flashes of unnatural, vibrant hues, reflecting the chaotic nature of its existence. The Void Dragon's eyes glow with an otherworldly malevolence, radiating an aura of power that chills the very soul.

Goals and Tactics

 

  • Unraveling Reality through Chaotic Acts. The dragon's primary drive is to sow cosmic discord and spread the alien influence of the eldritch parasite. Its tactics involve unpredictable assaults, warping terrain, and using its corrupted abilities to confuse, terrify, and mentally assault opponents, all seemingly without a discernible long-term plan beyond the joy of destruction and subversion.
  • Seeking Forbidden Knowledge and Experimentation. Driven by a hunger for arcane secrets or the parasite's twisted curiosity, the dragon might target sources of forbidden lore and view other creatures as subjects for bizarre transformations. Its tactics include targeting vulnerable minds, using corrupted minions, and potentially creating temporary void rifts for unpredictable movement and summoning.
  • Acting on Unseen Influences with Nihilistic Tendencies. The dragon could be a pawn of a greater void entity or driven by a self-destructive urge towards oblivion. Its tactics would be erratic and terrifying, employing psychological warfare, hit-and-run attacks, and potentially leaving behind a wake of corrupted landscapes and broken minds, all pointing towards an ultimate goal that remains utterly incomprehensible to mortal understanding.

Encounter Groups

  • Mentally Dominated Champions: (2-4)Powerful warriors or spellcasters whose minds have been twisted and enslaved by the dragon's or the parasite's influence. They fight with their former abilities but with fanatical loyalty to the dragon, possibly exhibiting unsettling tics or whispers.
  • Summoned Shambling Horrors: (2-4)Weaker eldritch entities pulled from the void or warped from local creatures. They are grotesque and move with unsettling fluidity, possessing simple but dangerous attacks and resistances to non-magical damage. The dragon might summon these during the fight as a bonus action or through lair actions.

 

 

Previous Versions

Name Date Modified Views Adds Version Actions
11/24/2025 7:08:27 PM
27
1
--
Coming Soon

Habitat: Planar (Abyss)Planar (Astral Plane)

LordLoss777

Comments

Posts Quoted:
Reply
Clear All Quotes