Gargantuan dragon, chaotic neutral
Armor Class 22 (natural armor)
Hit Points 448 (23d20 + 207)
Speed 40 ft., fly 80 ft. (hover)
|28 (+9)||10 (+0)||29 (+9)||18 (+4)||15 (+2)||23 (+6)|
Saving Throws Dex +7, Con +16, Wis +9, Cha +13
Skills Arcana +18, History +18, Perception +16, Persuasion +13, Stealth +7
Damage Immunities cold
Condition Immunities charmed, frightened
Senses blindsight 60 ft. darkvision 120 ft. passive Perception 26
Languages Celestial, Common, Draconic, Infernal, Primordial, Void Speech
Challenge 24 (62,000 XP)
- 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.
- Multiattack. The dragon can use its Aura of Madness. It then makes three attacks: one with its bite and two with its claws.
- Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 14 (4d6) cold damage.
- Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage plus 7 (2d6) cold damage.
- Tail. Melee 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.
- 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.
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.
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.
Tome of Beasts. Copyright 2016, Open Design; Authors Chris Harris, Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur.