E. D. D. R. W.
Gargantuan void dragon, chaotic evil
Armor Class 10
Hit Points 420 40d20
Speed
40ft
Fly: 90ft
Hover: 10ft
Swim: 40ft
Saving Throws Dex +9, Con +14, Cha +11
Skills Perception +16, Intimidation +12, Stealth -12
Damage Vulnerabilities Radiant, psychic,
Damage Resistances Fire, Thunder
Damage Immunities Necrotic, Chaos*
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Pain, Petrified, Poisoned.
Senses Darkvision 120ft, Blindsight 60ft, True Sight 30ft, Passive Perception 26
Languages All; The shadows that form it whisper in mimicry of others' voices
Challenge 30
AKA Ebony Dark'ness Dementia Raven Way
Living Shadow:
While in dim light or darkness, the dragon has resistance to damage that isn’t force, psychic, or radiant.
Anti-life. This Creature ignores all damage type resistances.
Darkblast:
If the dragon takes 50 or more damage during a round of combat, at the beginning of his turn he unleashes a blast of dark energy. every creature in a 25ft radius must make a dc 18 dex save. on a failed save they take 35
10d6 necrotic damage.
Deliberate Combat:
the dragon takes 2 turns per round, one in the middle of the player's turns, and one at initiative 1.
*The Void:
The dragon gains temp hit points equal to any Chaos damage dealt to it.
Stage 2
Have the dragon collapse when it reaches 50% health.
violently crawls his way out of the void.
When he dies, wait a moment and have the dragon get back up. start Stage 2.
Actions
Multi-action:
The dragon makes three attacks: 2 claw attacks, and 1 bite or breath.
Bite:
Melee Weapon Attack:
+7 to hit, reach 15 ft., one target. Hit: 21
3d10+10 Necrotic damage.
Claw:
Melee Weapon Attack:
+7 to hit, reach 10 ft., one target. Hit: 17
2d6+10 Necrotic damage.
Tail:
Melee Weapon Attack:
+7 to hit, reach 20 ft., one target. Hit: 19
2d8+10 Necrotic damage.
Charge.
The dragon charges forward, flailing his claws and tail in one direction, traveling 40ft. AOE of 20 ft. each creature in that space must make a DC 16 dex saving throw, taking 19
2d8+10 bludgeoning and 17
2d6+10 Nerotic damage on a failed save, or half as much on a successful one.
Fire Breath (Recharge 3):
The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 28
8d6 fire damage on a failed save, or half as much damage on a successful one.
Stage 2
the dragon will be incapable of using his fire breath and will instead use:
Void Lazer (Recharge 3):
A beam of solid void erupts from the dragon's mouth that it sweeps across the arena. the beam is 120ft long and 5ft wide. all creatures within 80ft and on the ground, must make a DC 19 Dexterity saving throw, taking no damage on a success.
Each creature that failed the dex save must make a DC 18 Constitution saving throw.
Upon failing the con save, the creature takes 20
3d12 necrotic and 20
3d12 psychic damage.
On a successful con save, they only take 20
3d12 psychic damage.
Darkblast:
The dragon unleashes a blast of dark energy. every creature in a 25ft radius must make a dc 18 dex save. on a failed save they take 32
5d12 ) necrotic damage.
Lair Actions
Initiative order 20. Can use only one per turn. Can't use one twice in a row.
- Get Help. Summon 2 .
- Fog Shadow. one 20ft area becomes a sensory depravation zone (magical dark + silence).
- Antimage. All creatures users lose the ability to concentrait for 1 turn
A deep chasm known only as The Abyss. It's the arena where you fight Midir in DS3, the ringed city DLC.
A creature that roughly resembles a dragon, formed from pure nihilism. It is malicious intent given form. the shadows that form it seem to writhe against life itself.
Don't use this unless you want your players to die. it was based on Dark Eater Midir from Dark Souls 3™ and the God of darkness from RWBY™.
if your set on using it, use a big arena. at least 200ftx200ftx200ft.