39 lines
2.5 KiB
Markdown
39 lines
2.5 KiB
Markdown
# Void Dragon Wyrmling
|
|
|
|
*Medium* *Dragon* *Chaotic Neutral*
|
|
|
|
- **Armor Class:** 17 (natural armor)
|
|
- **Hit Points:** 45 (6d8 + 18)
|
|
- **Speed:** walk 60 ft. fly 30 ft.
|
|
- **Challenge Rating:** 2 (450 XP)
|
|
- **Source:** Tome of Beasts 2023, page 131
|
|
|
|
| STR | DEX | CON | INT | WIS | CHA |
|
|
| --- | --- | --- | --- | --- | --- |
|
|
| 16 (+3) | 10 (+0) | 17 (+3) | 12 (+1) | 9 (-1) | 17 (+3) |
|
|
|
|
- **Saving Throws**: Dex +2, Con +5, Wis +1, Cha +5
|
|
- **Skills:** Perception +3, Stealth +2
|
|
- **Damage Vulnerabilities:** False
|
|
- **Damage Immunities:** cold
|
|
- **Damage Resistances:** False
|
|
- **Condition Immunities:** charmed, frightened
|
|
- **Senses:** blindsight 10 ft., darkvision 60 ft., passive Perception 13
|
|
- **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
|
|
|
|
- **Bite:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) cold damage.
|
|
- **Breath Weapons (Recharge 5-6):** The dragon uses one of the following breath weapons.
|
|
- **Gravitic Breath:** The dragon exhales localized gravity in a 15-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 13 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 start of the dragon's next turn.
|
|
- **Stellar Breath:** The dragon exhales star fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage and 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one.
|
|
|
|
### Reactions
|
|
|
|
- **Void Twist:** The dragon adds 2 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.
|