Gargantuan Dragon, Chaotic Neutral
Armor Class 22 Void Armor Plating
Hit Points 448 (23d12 + 207)
Speed 40 ft., Fly 80 ft. (Hover)
STR
28 (+9)
DEX
10 (+0)
CON
29 (+9)
INT
18 (+4)
WIS
30 (+10)
CHA
23 (+6)
Saving Throws DEX +7, CON +16, WIS +17, CHA +13
Skills Arcana +36, History +36, Perception +32, Persuasion +26, Stealth +14
Damage Immunities Cold
Condition Immunities Charmed, Frightened
Senses Blindsight - 60Ft, Darkvision - 120Ft, Passive Perception 26
Languages Celestial, Common, Common void Speech, Draconic, Infernal, Primordial Celestial, Common, Draconic, Infernal, Primordial, Void Speech
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

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

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.

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

Void Dweller. Void dragons dwell in the empty expanse between the stars, and do not require air, food, drink, or sleep. When flying between stars the void dragon magically glides on solar winds, making the immense journey through the void in an impossibly short time.

Actions

Multiattack. The dragon can use its Aura of Madness. It then makes three attacks: one with its bite and two with its claws.

BiteMelee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 14 (4d6) cold damage.

ClawMelee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage plus 7 (2d6) cold damage.

TailMelee 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 restrained. 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.

Reactions

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.

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. 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

A Void dragon Resides In the void plane but is able to travel into any plane for what ever they need to do they are calm and full of wisdom and willing to talk to anyone who will listen, but are not afraid to fight.

 

GM NOTE

An ancient void dragon can be more deadly than CR 24 implies, thanks to the Collapsing Star ability. If characters defeat one and kill it, they may be obliterated by 165 hp cosmic blast damage- enough to kill characters outright, if they take the full brunt. Characters have three chances to reduce it with successful saving throws, and by the time they’re strong enough to defeat an ancient void dragon, some likely have resistance or immunity to one or more of the damage types involved. So even if they’re completely unprepared for the collapsing star effect, some of the heroes will likely survive.

The key to facing an ancient void dragon is information.

NPCs and legends should encourage characters to research this creature before battling one. Once they know the terrible risk of killing one, they can prepare a plan for it- and what might be a tragic “gotcha” deathtrap becomes a challenging puzzle instead.

Lair and Lair Actions

Their Lair can be anything from a cave to the ruins of a town or castle so there is no extent to where they can rest. When a Void dragon find a place to call home the void energy that radiates from him begins to change almost warp the the lands around for 10 miles, it begins to show signs of anti gravity as everything begins to absorb the void energy, many prey stay as they find this place as a sanctuary while many predators run away at the sense of  void energy near them, as many of the animals begin to change to adapt into the new energy that surrounds them. Many crystals begin to grow out of the ground and begin to produce and effect of anti gravity with a radius of 15 Ft depending of the size of the crystal, the crystals effect can be turned off at the dragon's wim.

Lair Actions

On initiative count 5 , the Void dragon takes a lair action to cause one of the following effects; the Void dragon can’t use the same effect two rounds in a row:

  • the ground within 120 Ft of the dragon will grow a crystal 1d6 x 5 Ft that will have an imminent effect to produce an anti gravity effect around it.
  • Can make The whole 10 miles very cold players will need to roll a con save DC 19 or be their bodies will slow down only being able to take half their movement instead of their full movement.

Regional Effects

The region containing a legendary Void dragon’s lair is 10 Miles which creates one or more of the following effects:

  • The flora and fauna become very docile and seem to have a more void tough to them having void energy emit off them, and seem to have a link between the dragon and them.
  • crystals that grow from the ground seen to possess and 15 Ft field of with the effect of anti gravity.

If the Void dragon dies, a main crystal for these void corruption stays grows dead center and until the crystal is destroyed the effects will stay.

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUnderwaterUrban

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