Dragon, Void, Ancient

Family: Dragon - Void

Gargantuan dragon, chaotic neutral

Armor Class 22 (natural armor)
Hit Points 429 (22d20 + 198)
Speed 40 ft., fly 80 ft. (hover)

STR DEX CON INT WIS CHA
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, Stealth +7
Damage Immunities cold
Condition Immunities charmed, frightened
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
Languages Common, Draconic, Void Speech
Challenge 24 (62,000 XP)
Proficiency Bonus +7

SPECIAL TRAITS

  • 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.
  • Collapsing Star. When the void dragon dies, it explodes in a swath of celestial destruction. Each creature within 1,000 feet of the dragon must make a DC 21 Constitution saving throw, taking 55 (10d10) bludgeoning damage and 55 (10d10) 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 5 or more is ejected to a random location on a random plane of existence or 5d100 miles away from its current location in a random direction (GM’s choice).
  • 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: +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.
  • 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 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 90?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 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 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. The dragon exhales star fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 42 (12d6) fire damage and 42 (12d6) radiant damage on a failed save, or half as much damage on a successful one.

REACTIONS

  • Void Twist. The dragon adds 7 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 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 17 (5d6) cold damage and be forced prone.

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).

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 forced prone. On a success, the creature takes half the damage and isn’t forced 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.

ABOUT

A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon’s body.

Children of the Stars. Void dragons drift through the empty spaces beyond the boundaries of the mortal world and wander between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves.

Witnesses to the Void. Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the Void itself. They carry a piece of that nothing with them, and it flows out of them to break the minds of lesser beings when the dragons fly into a rage.

Voracious Scholars. Despite their removed existence and strange quirks, Void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures.

Section 15: Copyright Notice

Tome of Beasts 1 ©2023 Open Design LLC; Authors: Daniel Kahn, Jeff Lee, and Mike Welham.

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