Files
5ead/monsters/md/tome_of_beasts_2023/youngvoiddragon-tob1-2023.md
2025-06-07 07:58:30 -05:00

41 lines
2.7 KiB
Markdown

# 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.