Young Void Dragon
Large Dragon Chaotic Neutral
- Armor Class: 18 (natural armor)
- Hit Points: 157 (15d10 + 75)
- Speed: walk 80 ft. fly 40 ft.
- Challenge Rating: 9 (5,000 XP)
- Source: Tome of Beasts 2023, page 130
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
10 (+0) |
21 (+5) |
14 (+2) |
11 (+0) |
19 (+4) |
- Saving Throws: Dex +4, Con +9, Wis +4, Cha +8
- Skills: Arcana +10, History +10, Perception +8, Stealth +4
- Damage Vulnerabilities: False
- Damage Immunities: cold
- Damage Resistances: False
- Condition Immunities: charmed, frightened
- Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 18
- Languages: Common, Draconic, Void Speech
Special Abilities
- 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.
Actions
- Multiattack: The dragon makes one Bite attack and two Claw attacks.
- Bite: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) cold damage.
- Claw: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
- Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.
- Gravitic Breath: The dragon exhales localized gravity in a 30-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 17 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 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 21 (6d6) fire damage and 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one.
Reactions
- Void Twist: The dragon adds 4 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.
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