Void Dragon Wyrmling
Medium dragon, chaotic neutral
Armor Class
17 (natural armor)
Hit Points
45 (6d8 + 18)
Speed
30 ft., fly 60 ft. (hover)
STR
16 (+3)
DEX
10 (+0)
CON
17 (+3)
INT
12 (+1)
WIS
9 (-1)
CHA
17 (+3)
Damage Immunities
cold
Senses
, passive Perception 13
Saving Throws
Dex +4, Con +5, Wis +1, Cha +5
Skills
Perception +3, Stealth +2
Languages
Common, Draconic, Void Speech
Challenge
2 (450 XP)
Chill of the Void. Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity.
Void Dweller. As an ancient void dragon.
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:
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Gravitic Breath. The dragon exhales a 15-foot cube of powerful localized gravity, originating from the dragon. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, 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 field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon’s breath recharges, and it can’t use gravitic breath twice consecutively.
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Stellar Flare 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. When the dragon is hit by a ranged attack it can create a small rift in space to increase its AC by 2 against that attack. If the attack misses because of this increase the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target.