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  1. - Top - End - #1
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    Default The Dragons of the Void (WIP)

    This is a compilation of many higher tier, non-chromatic or metalic dragons, each specialized to fill a certain role within a campaign setting. They can be used outside of this setting for the most part, but it will take a special kind of campaign to run them in a proper manner. To give a bit of inspiration:

    Creation dragons are probably going to work best in a campaign that involves exploring a new world, likely using some mind flayer void shuttles or other void-travelling ships. They are not likely to be enemies, and are more likely to assist good-aligned characters, or even be allies and benefactors over the course of a campaign.

    Oblivion dragons work best in an apocalyptic campaign and setting. They can be allies or enemies as necessary, but they are all insanely terrifying and mind bending, and might work in a cosmic horrors campaign as well.

    Time dragons are useful for random encounters (given they have little impact on the story), timeywimey campaigns, and roleplay heavy campaigns which explore the player characters and their psyche.

    Void dragons Are the most standard of the dragons, and can fill the same role as any normal dragon that isn't actively antagonistic towards the party!

    And with that out of the way, I give you these beasts...
    Last edited by Gnomes2169; 2018-02-14 at 07:21 AM.

  2. - Top - End - #2
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    Default Re: The Dragons of the Void (WIP)

    Creation dragons

    Gaia's first and greatest mortal children, dragons of creation are strongly attached to the positive, radiant forces of the world, and act at shepherds of life and the worlds that they help form. While not completely selfless, these dragons have very little in the way of material wealth, and they enjoy bringing shorter-lived beings happiness.
    The hide of a creation dragon strongly resembles the earth and ecosystem they help create, being rough, full of lumps and cracks where lichen and small plants can grow, and having scales that look more like stone and dirt. While their bodies do not include any kind of horns or crests, the slope of their spines are often confused for the peaks of mountains, and each large segment is situated perfectly for a smaller creature to sit astride, allowing the dragon to carry a large number of beings if they should so desire. These creatures are massive from birth, their eggs resembling oger-sized boulders more than the hard-shelled incubators that they are, and their young generally winding up being a bit larger when they finally hatch and uncurl. A newborn creation dragon is more of a muted granite or sandstone color, whichever stone was more present in their environment when they hatched, with scales that gently slope and crests that are round, hill-like lumps. As they become older, the dragon's growth rapidly accelerates and the plants begin to gather, giving the dragon more greens while their scales default to the more grey-brown color that is so common in their species. These dragons never stop growing, and unless they are slain, which is no simple task, they might eventually rival entire mountain ranges in their size.
    Peaceful giants Even among dragons these beasts are massive, and their powerful bodies can flatten even the greatest of mountain ranges. However, they are gentle to the point of being almost timid with other sentient beings, so much so that they are strictly vegetarian and even tasting meat is enough to sicken them. They prefer to protect themselves through non-lethal means, and would rather pin a villain to the ground and tell them exactly why they should regret their life decisions (starting with attacking a mountain-sized dragon and thinking that was a good idea) than they would end the villain's life. The only blanket exceptions are made for the undead, servants of Eo, and anyone who would attack Gaia. Every other mortal is redeemable, or at least not an abomination in their eyes.
    Gracious hosts Creation dragons thrive around life, and enjoy it when guests "visit" their lair. Since their lairs are so vast, they are more than willing to share the space with other beings. After all, what is the point of having such a large territory if the majority of it just ends up going to waste? They happily allow other creatures to take the resources and lands that they need as long as those mortals do not attempt to bar the dragon from its own territory or bring war to those already living within. The dragon will even go so far as to provide food, shelter and protection for those within their lair, guarding their allies far more jealously than any mere treasure. This behavior has actually lead to jokes that their "guests" are actually the creation dragon's hoard, something which appalls the dragons themselves given all of the implications it comes with.
    World shapers Take this title quite literally, because this is what the dragons are most remarked for. Within the void there are no stars, no light and no materials that would bring matter into being. However, worlds created by gods who long abandoned this plane and Gaia's children have still managed to populate this layer of reality so completely that the worlds themselves light up the night sky as if they were stars. While only the ancients are able to master the techniques required, and it takes centuries for even seven of these beings to create just one world, it is still firmly within these dragon's power to do so.
    They view the creation of a new world as the ultimate masterpiece, a canvas for new life to emerge and thrive. These worlds are where the ancients make their permanent lairs, and where their children learn and grow so that they might one day go off to shape worlds of their own. Any other lair a creation dragon may own is just a temporary thing at best.
    Immortal All dragons are long lived things, but a dragon of creation truly has no fear for the ravages of time or death. Their bodies are immune to the ravages of age, which is what allows them to create worlds and grow to such stupendous sizes, and if they are slain then their minds and spirits are called to Gaia, only to be reborn in the next clutch of eggs. Functionally, these dragons are as immortal as the gods themselves, though certain influences have been known to tamper, delay or even end this cycle of rebirth. Typically, the soul must be trapped or outright destroyed at the moment of the dragon's death, and only a few beings can even attempt such an act without fear of reprisal.

    A Creation Dragon's Lair
    Dragons of creation make their lairs in... Well, it probably has caves in it, but then if the lair covers an entire continent, you would expect a few caves to be dotting it, now wouldn't you? Acting as shepherds for life and the land itself, creation dragons claim large swathes of land as their lair. Each particular dragon's lair is as varied as the climate and world they live on, and its shape and the beings contained within are a reflection of their personality.

    Examples of some lairs:
    • A particularly friendly dragon of creation might make their lair in a usually-sunny temperate valley, populating it with wild flowers and mostly harmless beasts. The humanoids they attract will likely be less war like, mostly settlers and merchants, with just the bare minimum forces required to ensure their protection from bandits and the like.
    • A more reclusive and studious dragon might choose to live on remote mountain islands, basically fortresses for it to enter and exit at its pleasure. Oceanic predators and water elementals would be their defenders of choice, working to keep away all but the most determined adventurers and would-be apprentices, and humanoids beyond those groups are not likely to be found.
    • An anti-social dragon would likely make their lair in the frozen wastelands of the arctic. While still a creation dragon and still cheerfully willing to put up with guests, this dragon would rely on the climate, creatures such as winter wolves and remorhaz, and sometimes even lesser dragons to keep too many creatures (and thus too much noise) from invading the sanctuary of their solitude.
    • A military-minded creation dragon, when it isn't leading an army against Eo's allies or purging the undead, is often busy ensuring the natural defenses and fortifications of the lair are up to par. Typically surrounding their lairs with easily defensible terrain such as mountains, deserts, marshes and dense forests, the dragon will also populate its lair with highly dangerous predators specialized to the particular climate. The humanoids they tend to attract, such as dwarves and hobgoblins, share their military bend, and the elementals they summon to assist their patrols ensure that their heavily-regimented armies are relatively unmatched. Such dragons tend to create their lair around contested portals on each world, and act as the first bulwark of defense from outworld invasion.


    Lair Actions
    On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
    • Radiant energies well up from the earth itself, acting as a searing lance that attempts to overwhelm and disable foes. The dragon targets a space within 240 feet of it. Creatures in this space and all spaces within 10 feet of it must make a DC 18 constitution saving throw. A creature who fails their saving throw is dealt 26 (4d12) damage and blinded until the end of their next turn.
    • The dragon chooses 4 10x10 squares of terrain. These squares, and creatures on them, either rise 10 feet in the air or sink 10 feet into the earth.


    Regional Effects
    A legendary creation dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
    • Wildlife that occurs naturally in the area seems to thrive. Even in volcanic or arctic areas life seems to rapidly adapt and grow. The dragon's presence also seems to at least partially temper such violent and chaotic areas, creating things like oasis in deserts or small island chains for amphibious creatures in the oceans.
    • Everything seem to be just slightly brighter and more tranquil. The babbling of a brook or rustling of wind through the branches of trees might be more melodic, while the colors of flowers and variety of bushes they are attached to are more varied and bright.
    • The dragon knows the general temperament of the creatures it sees and otherwise encounters on its lair. Not only that, but it can create beasts, elementals and plants of CR 8 and below to inhabit its territory, and may attract beasts and elementals of higher CR as is reasonable to provide extra protection.


    Spoiler: Ancient
    Show
    Ancient Creation Dragon
    Gargantuan dragon, neutral good


    Armor class 22 (natural armor)
    Hit pints 625 (30d20+300)
    Speed 45ft, burrow 45ft, fly 80ft


    Str Dex Con Int Wis Cha
    30 (+10) 8 (-1) 30 (+10) 20 (+5) 24 (+7) 26 (+8)


    Saving Throws Dex +7, Con +18, Wis +15, Cha +16
    Skills Nature +13, Perception +23, Persuasion +16, Stealth +7
    Damage immunities Cold, poison, radiant
    Condition immunities Poisoned
    Senses Blindsight 60ft, darkvision 120ft, passive perception 33
    Languages Common, Draconic, Primordial
    Challenge 25 (41,500 XP)


    Partial pacifist: The dragon will not kill a living creature unless forced to do so via circumstance. Attacks that would reduce a living creature to 0 hit points are treated as non-lethal.

    Regeneration: The dragon regains 20 hit points at the beginning of its turn as long as it has not taken fire or necrotic damage since the end of its last turn. If the dragon is reduced to 0 hit points, it does not die unless its regeneration is suppressed.

    Legendary resistance (3/day) If the dragon fails a saving throw, it can choose to succeed instead.

    Void shell The dragon exudes an aura that allows it and creatures within 60 feet of it to breathe in areas which would normally be impossible for them to do so (underwater or the vacuum of space, for example).

    Actions


    Multiattack The dragon can use its Calming Presence. It then makes three attacks, one with its bite and two with its claws.

    Bite Melee weapon attack: +18 to hit, reach 15 ft, one target. Hit: 21 (2d10+10) piercing damage plus 9 (2d8) radiant damage.

    Claw Melee weapon attack: +18 to hit, reach 10 ft, one target. Hit: 17 (2d6+10) slashing damage and 4 (1d8) radiant damage.

    Tail Melee weapon attack: +18 to hit, reach 20 ft, one target. Hit: 19 (2d8+10) bludgeoning damage and 4 (1d8) radiant damage.

    Calming presence The dragon releases a wave of peaceful energies that saps the will to fight from their foes. All creatures within 120 feet of the dragon must make a DC 23 Wisdom saving throw or be unable to make attacks or cast offensive spells for one minute. A creature under this aura's effect may remake their saving throw at the end of their turn, ending the effect on a successful save. A creature may only be affected by this aura once every hour.

    Breath weapons (recharge 5/6) The dragon has two breath weapons, listed below. Using one will cause both to need to be recharged.
    • Radiant breath: The dragon exhales radiant energies in a 90 foot cone. Each creature in this area must make a DC 26 dexterity saving throw, taking 82 (15d10) radiant damage on a failed save or half as much on a successful one.
    • Binding breath: The dragon's breath hardens as crystals around their attackers, binding them in place. Each creature in a 90 foot cone must make a DC 26 strength saving throw or be restrained for one minute. A creature may re-attempt the saving throw as an action, ending the condition on a success.


    Legendary actions


    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action maybe used at a time, and may only be made at the end of a different creature's turn. The dragon regains spent legendary actions at the beginning of its turn.

    Detect The dragon makes a Wisdom (perception) check.
    Tail attack The dragon makes a tail attack.
    Create obstacle (2 actions) The dragon sends a pulse of positive energies into the earth, creating new matter or life to make it harder to reach. The dragon chooses one of the following three options:
    • A sudden surge of plant matter grows from the earth, covering a 45 foot cube either around or from the dragon. These plants are 10 feet tall, green and fresh, and are treated as difficult terrain for creatures passing through them. Further uses of this ability can make the plant life 10 feet taller, or make a new area.
    • Stone and dirt suddenly change into a thick, viscous pool of mud. Spaces within 15 feet of the dragon are transformed into 2 foot deep mud, forcing any creature in them to make a DC 17 strength check or have their movement speed reduced to 0 as they become stuck. A new check may be made at the beginning of each round. Creatures moving through this mud treat it as difficult terrain.
    • 3 rough stone walls rise up 20 feet from the dragon. Each wall is 15 feet tall, 5 feet thick and 20 feet long, and is made of the stone in the surrounding environment (defaults to sandstone in water or space). Further uses of this option can make the walls 10 feet taller or make new walls, the dragon's choice.


    Spoiler: Adult
    Show
    Adult Creation Dragon
    Gargantuan dragon, neutral good


    Armor class 19 (natural armor)
    Hit pints 388 (21d20+168)
    Speed 45ft, burrow 45ft, fly 80ft


    Str Dex Con Int Wis Cha
    27 (+8) 8 (-1) 27 (+8) 18 (+4) 20 (+5) 22 (+6)


    Saving Throws Dex +5, Con +14, Wis +10, Cha +12
    Skills Nature +10, Perception +17, Persuasion +12, Stealth +5
    Damage immunities Cold, poison, radiant
    Condition immunities Poisoned
    Senses Blindsight 60ft, darkvision 120ft, passive perception 27
    Languages Common, Draconic, Primordial
    Challenge 18 (20,000 XP)


    Partial pacifist: The dragon will not kill a living creature unless forced to do so via circumstance. Attacks that would reduce a living creature to 0 hit points are treated as non-lethal.

    Regeneration: The dragon regains 15 hit points at the beginning of its turn as long as it has not taken fire or necrotic damage since the end of its last turn. If the dragon is reduced to 0 hit points, it does not die unless its regeneration is suppressed.

    Legendary resistance (3/day) If the dragon fails a saving throw, it can choose to succeed instead.

    Actions


    Multiattack The dragon can use its Calming Presence. It then makes three attacks, one with its bite and two with its claws.

    Bite Melee weapon attack: +14 to hit, reach 10 ft, one target. Hit: 19 (2d10+8) piercing damage plus 9 (2d8) radiant damage.

    Claw Melee weapon attack: +14 to hit, reach 5 ft, one target. Hit: 15 (2d6+8) slashing damage.

    Tail Melee weapon attack: +14 to hit, reach 15 ft, one target. Hit: 17 (2d8+8) bludgeoning damage.

    Calming presence The dragon releases a wave of peaceful energies that saps the will to fight from their foes. All creatures within 120 feet of the dragon must make a DC 20 Wisdom saving throw or be unable to make attacks or cast offensive spells for one minute. A creature under this aura's effect may remake their saving throw at the end of their turn, ending the effect on a successful save. A creature may only be affected by this aura once every hour.

    Breath weapons (recharge 5/6) The dragon has two breath weapons, listed below. Using one will cause both to need to be recharged.
    • Radiant breath: The dragon exhales radiant energies in a 60 foot cone. Each creature in this area must make a DC 22 dexterity saving throw, taking 66 (12d10) radiant damage on a failed save or half as much on a successful one.
    • Binding breath: The dragon's breath hardens as crystals around their attackers, binding them in place. Each creature in a 60 foot cone must make a DC 22 strength saving throw, or be restrained for one minute. A creature may re-attempt the saving throw as an action, ending the condition on a success.


    Legendary actions


    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action maybe used at a time, and may only be made at the end of a different creature's turn. The dragon regains spent legendary actions at the beginning of its turn.

    Detect The dragon makes a Wisdom (perception) check.
    Tail attack The dragon makes a tail attack.
    Create obstacle (2 actions) The dragon sends a pulse of positive energies into the earth, creating new matter or life to make it harder to reach. The dragon chooses one of the following three options:
    • A sudden surge of plant matter grows from the earth, covering a 30 foot cube either around or from the dragon. These plants are 5 feet tall, green and fresh, and are treated as difficult terrain for creatures passing through them. Further uses of this ability can make the plant life 10 feet taller, or make a new area.
    • Stone and dirt suddenly change into a thick, viscous pool of mud. Spaces within 10 feet of the dragon are transformed into 2 foot deep mud, forcing any creature in them to make a DC 10 strength check or have their movement speed reduced to 0 as they become stuck. A new check may be made at the beginning of each round. Creatures moving through this mud treat it as difficult terrain.
    • 3 rough stone walls rise up 20 feet from the dragon. Each wall is 10 feet tall, 5 feet thick and 15 feet long, and is made of the stone in the surrounding environment (defaults to sandstone in water or space). Further uses of this option can make the walls 10 feet taller or make new walls, the dragon's choice.


    Spoiler: Young
    Show
    Young Creation Dragon
    Huge dragon, neutral good


    Armor class 18 (natural armor)
    Hit pints 237 (19d12+114)
    Speed 45ft, burrow 45ft, fly 80ft


    Str Dex Con Int Wis Cha
    23 (+6) 8 (-1) 23 (+6) 14 (+2) 17 (+3) 20 (+5)


    Saving Throws Dex +3, Con +10, Wis +7, Cha +9
    Skills Nature +6, Perception +11, Persuasion +9, Stealth +3
    Damage immunities Cold, poison, radiant
    Condition immunities Poisoned
    Senses Blindsight 30ft, darkvision 120ft, passive perception 21
    Languages Common, Draconic, Primordial
    Challenge 11 (7,200 XP)


    Partial pacifist: The dragon will not kill a living creature unless forced to do so via circumstance. Attacks that would reduce a living creature to 0 hit points are treated as non-lethal.

    Regeneration: The dragon regains 10 hit points at the beginning of its turn as long as it has not taken fire or necrotic damage since the end of its last turn. If the dragon is reduced to 0 hit points, it does not die unless its regeneration is suppressed.

    Actions


    Multiattack The dragon makes three attacks, one with its bite and two with its claws.

    Bite Melee weapon attack: +10 to hit, reach 10 ft, one target. Hit: 17 (2d10+6) piercing damage plus 4 (1d8) radiant damage.

    Claw Melee weapon attack: +10 to hit, reach 5 ft, one target. Hit: 13 (2d6+6) slashing damage.

    Breath weapons (recharge 5/6) The dragon has two breath weapons, listed below. Using one will cause both to need to be recharged.
    • Radiant breath: The dragon exhales radiant energies in a 45 foot cone. Each creature in this area must make a DC 18 dexterity saving throw, taking 44 (8d10) radiant damage on a failed save or half as much on a successful one.
    • Binding breath: The dragon's breath hardens as crystals around their attackers, binding them in place. Each creature in a 30 foot cone must make a DC 18 strength saving throw, or be restrained for one minute. A creature may re-attempt the saving throw as an action, ending the condition on a success.


    Spoiler: Wyrmling
    Show
    Wyrmling Creation Dragon
    Large dragon, neutral good


    Armor class 17 (natural armor)
    Hit pints 104 (12d10+48)
    Speed 40ft, burrow 30ft, fly 50ft


    Str Dex Con Int Wis Cha
    19 (+4) 8 (-1) 19 (+4) 12 (+1) 14 (+2) 17 (+3)


    Saving Throws Dex +2, Con +7, Wis +5, Cha +6
    Skills Perception +6, Stealth +2
    Damage immunities Cold, poison, radiant
    Condition immunities Poisoned
    Senses Blindsight 10ft, darkvision 60ft, passive perception 16
    Languages Draconic, Primordial
    Challenge 5 (1,800 XP)


    Partial pacifist: The dragon will not kill a living creature unless forced to do so via circumstance. Attacks that would reduce a living creature to 0 hit points are treated as non-lethal.

    Regeneration: The dragon regains 5 hit points at the beginning of its turn as long as it has not taken fire or necrotic damage since the start of its last turn.

    Actions


    Multiattack: The dragon makes an attack with its bite, and then two with its claws.

    Bite Melee weapon attack: +6 to hit, reach 10 ft, one target. Hit: 9 (1d10+4) piercing damage.

    Claw Melee weapon attack: +6 to hit, reach 5 ft, one target. Hit: 7 (1d6+4) slashing damage.

    Breath weapons (recharge 5/6) The dragon has two breath weapons, listed below. Using one will cause both to need to be recharged.
    [list][*]Radiant breath: The dragon exhales radiant energies in a 30 foot cone. Each creature in this area must make a DC 15 dexterity saving throw, taking 22 (4d10) radiant damage on a failed save or half as much on a successful one.[*]Binding breath: The dragon's breath hardens as crystals around their attackers, binding them in place. Each creature in a 30 foot cone must make a DC 15 strength saving throw, or be restrained for one minute. A creature may re-attempt the saving throw as an action, ending the condition on a success.
    Last edited by Gnomes2169; 2017-08-22 at 07:35 AM.

  3. - Top - End - #3
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    Default Re: The Dragons of the Void (WIP)

    Oblivion Dragons

    Outcast, formless and impossible, the oblivion dragon is an echo of times long forgotten. A mere shadow of their former horrifying glory, this dragon is still one of the most deadly adversaries any group of heroes could face.
    Describing the form of an oblivion dragon is... Difficult. While the dragon grows, becomes more powerful and definitely changes, its proportions and features do not change, simply because the only notable feature is that it has none. In fact, the best way to describe the beast may be to imagine if there was a three-dimentional cookie cutter in the shape of a typical dragon, then use that cutter to rip a hole in reality itself to leave behind a black mass of nothing that rejects definition by all senses. And after that, give it a cruel, cunning intellect that works with a singular purpose, gathering power and becoming more and more of a terror as it continues to exist. This is the form of the oblivion dragon, and it is one few live to tell about.
    Besides sheer size, there is only one way to tell the "age" of a dragon of oblivion, and that is to note how its presence weighs on reality. When a dragon of oblivion is "born," it is too small and weak for its effects to be all too noticeable, the air is slightly distorted and light bends around its form, but little more is visible beyond that. As it grows older these distortions around the dragon will become larger and more pronounced, turning from a slight waving shimmer into writhing black tears in the air, crackling buckles of churned earth and a torrent of light being swallowed by the dragon's being. Even in the blackest of darkness, the outline of this creature can still be seen if one is to look hard enough.
    Alone The oblivion dragon, while it may surround itself with mortal allies and suggest that there are actually seven of its kind somewhere in the endless realities of the multiverse, will always be the one and only dragon of its kind in any particular reality. Of those who know about the dragon's existance, some blame the outright sadistic nature of the dragon on the isolation, while others just blame their essence, which bends them to destruction.
    Dominion The oblivion dragon was once the greatest lieutenant of the primal power Nulles, Architect of Fate and The End. The arrogance it retains from holding dominion over beings that many would consider gods is still present, along with its desire to rule and command even the smallest of armies. More often than not this is what eventually causes an oblivion dragon to be found and destroyed, as their greatest advantage is not their overwhelming power, but rather in their obscurity, and the heroes and armies that are inevitably drawn to the dragon's presence are enough to put a new end to its threat.
    Harbinger The oblivion dragon is only able to manifest in a reality when times are especially turbulent, and when the reality is actually approaching an event where all of it could be destroyed. Thus, if even one oblivion dragon is able to break through the barriers of reality, it is the most positive sign of the end of days that can exist. As the dragon grows stronger it is feeding on the residual energy of a reality-wide armageddon that echoes back through time, meaning that the larger and more dangerous the dragon is, the closer the final day is at hand.
    Relentless A dragon of oblivion is ruthlessly driven to accomplish... Something. While it will not tell anyone what it is it is trying to accomplish, the mission they almost single-mindedly persue is the construction of a great portal of eldrich design. There are whispers in the multiverse that if two of these dragons are able to enter a reality simultaniously, they will have the power to enact whatever plan they have with this object. However whatever that plan is, not one of these dragons has been able to actually accomplish the task, as even those who go unopposed just lack the time to pull off their plan before the reality collapses.

    An Oblivion Dragon's Lair
    All oblivion dragons are enough of a disturbance to the natural order to warp the land with their magic, though they are not able to channel the power that they exude until they are matured. Legendary oblivion dragons may take Lair actions, but all oblivion dragons can carve out their abodes into the land around them. Most often an oblivion dragon will carve their lair out in an underground or otherwise lifeless cavern, surrounding themselves with a natural fortress to protect them while they continue to work towards their goal, but sometimes these dragons can convince power hungry kings or doom worshiping cults to grant them asylum within their castles, granting the dragon a lair there as well. Oblivion dragons often move their lairs, and will have multiple locations ready in case one is overrun by their foes.

    Lair Actions
    On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
    • The dragon unleashes a wave of destructive energies from a point in its lair. Creatures within a 40 foot sphere must make a DC 16 Constitution saving throw. A creature that fails this saving throw is dealt 22 (4d10) necrotic damage and have disadvantage on their next ability check, attack roll or saving throw. On a successful saving throw, the creature is instead dealt half damage and does not suffer disadvantage.
    • The oblivion dragon momentarily forces one creature outside of its lair, banishing them and immersing them in nothing but the empty void. A target creature within 120 feet of the dragon must make a DC 16 charisma saving throw or be banished. A banished creature is dealt 14 (4d6) untyped damage that cannot be resisted or negated each round they remain banished, and cannot take any actions that require them to speak or move. The creature remains banished until the dragon is slain, or it takes another lair action. On initiative count 20 each round, the creature may re-attempt their saving throw, freeing themselves from the banishment on a success.
    • The dragon weakens projectiles being launched at it, both magical and physical, causing such attacks to be far less effective. Until initiative count 20 on the dragon's next turn, any ranged attack attack made against, or spell that is not cast adjacent to, the dragon will deal half its normal damage to the dragon.


    Regional Effects
    An oblivion dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
    • Natural beasts and plants will slowly die out and begin to avoid the area within a mile of the oblivion dragon's lair. Even if the dragon is slain, life will not return to this area unless forced to by divine intervention. In the same vein, creatures summoned or created in the area via magic will be incredibly reluctant to stay, and elementals will immediately attempt to flee to a mile away unless forced by the summoner farther within. Any creature which dies in the lair will not decay, but instead dissolve into nothing more than dust within one week.
    • Natural fire and magical light will only illuminate half of its normal area after five minutes within the lair, regardless of attempts to reinforce it or add extra fuel. It will be fully extinguished ten minutes after it is created.
    • Air within the lair is always cold, still and dry, leaving it to feel completely unnatural and unsettling for creatures that are within. Creatures that take a long or short rest in this area must spend double the normal time to benefit from it.
    • The dragon knows where each creature is in its lair, along with what race they are and what equipment they carry.


    Spoiler: Ancient
    Show
    Ancient Oblivion Dragon
    Gargantuan dragon, neutral evil


    Armor class 24 (natural armor)
    Hit pints 615 (30d20+300)
    Speed 60ft, burrow 60ft, climb 60ft, fly 60ft, swim 60ft


    Str Dex Con Int Wis Cha
    30 (+10) 12 (+1) 30 (+10) 20 (+5) 28 (+9) 28 (+9)


    Saving Throws Dex +9, Con +18, Wis +17, Cha +17
    Skills Deception +17, Intimidation +25, Perception +25, Persuasion +17, Stealth +9
    Damage immunities Necrotic, radiant, psychic
    Condition immunities Charmed, frightened, paralyzed, poisoned, prone, restrained, stunned
    Senses Blindsight 60ft, darkvision 120ft, passive perception 35
    Languages Common, Deep speech, Draconic, Primordial
    Challenge 27 (105,000 XP)


    Oblivion weapons: The attacks and other actions of the dragon ignore all damage and condition resistances and immunities a creature may possess.

    Hovering The dragon is immune to the prone condition, and does not sink or fall unless it chooses to.

    Legendary resistance (3/day) If the dragon fails a saving throw, it can choose to succeed instead.

    Reality breaching The dragon ignores difficult terrain.

    Unreal body The dragon does not need to eat, breathe or sleep. If the dragon is reduced to 0 hit points its body will decay over the course of an hour, before disappearing like it never was.

    Actions


    Multiattack The dragon can use its Horrifying Presence. It then makes three attacks, one with its bite and two with its claws.

    Bite Melee weapon attack: +18 to hit, reach 15 ft, one target. Hit: 23 (2d12+12) piercing damage plus 13 (2d12) necrotic damage.

    Claw Melee weapon attack: +18 to hit, reach 10 ft, one target. Hit: 21 (2d10+10) slashing damage and 6 (1d12) necrotic damage.

    Tail Melee weapon attack: +18 to hit, reach 20 ft, one target. Hit: 23 (2d12+10) bludgeoning damage and 13 (2d12) necrotic damage.

    Horrifying presence The dragon constantly releases pulses of horrifying energies that cause reality to recoil in terror. Creatures within 120 feet of the dragon must make a DC 25 Wisdom saving throw or become frightened for one minute. A creature frightened by this effect must spend their turn running away from the dragon, and must use their action to move as far as they can. A creature that cannot move or take the dash action takes the dodge action instead. A creature under the effects of horrifying presence may remake the saving throw at the start of their turn, ending its effects on a success. A creature who makes their saving throw is immune to the dragon's horrifying presence for the next 24 hours.

    Ending scream (recharge 5/6) The dragon releases a cry that attacks the existence of creatures in a 90 foot cone. Each creature in this effect must make a DC 26 constitution saving throw, taking 91 (14d12) necrotic damage on a failed save or half as much on a successful one.

    Reactions


    Reality jump: After it is damaged by an attack, the dragon can use its reaction to teleport up to 120 feet to a location it can see or otherwise detect. If this movement ends it in a space shared by a creature, that creature is dealt 14 (4d6) necrotic damage, and if it is a medium creature or smaller the damaged creature is moved to a space along the edge of the dragon's reach.

    Legendary actions


    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action maybe used at a time, and may only be made at the end of a different creature's turn. The dragon regains spent legendary actions at the beginning of its turn.

    Detect The dragon makes a Wisdom (perception) check.
    Tail attack The dragon makes a tail attack.
    Oblivion hiss (2 actions) The dragon unleashes a growl that assaults the senses of all creatures around it. Each creature of the dragon's choice within 30 feet must make a DC 27 constitution saving throw. On a failed saving throw a creature is blinded and deafened until the start of the dragon's next turn. On a successful saving throw, the creature is dealt 26 (4d12) necrotic damage instead.


    Spoiler: Adult
    Show
    Adult Oblivion Dragon
    Huge dragon, neutral evil


    Armor class 21 (natural armor)
    Hit pints 379 (23d12+230)
    Speed 60ft, burrow 60ft, climb 60ft, fly 60ft, swim 60ft


    Str Dex Con Int Wis Cha
    27 (+8) 12 (+1) 30 (+10) 18 (+4) 25 (+7) 25 (+7)


    Saving Throws Dex +7, Con +16, Wis +13, Cha +13
    Skills Deception +13, Intimidation +19, Perception +19, Persuasion +13, Stealth +7
    Damage immunities Necrotic, radiant, psychic
    Condition immunities Charmed, frightened, paralyzed, poisoned, prone, restrained, stunned
    Senses Blindsight 60ft, darkvision 120ft, passive perception 29
    Languages Common, Deep speech, Draconic, Primordial
    Challenge 20 (25,000 XP)


    Ender's weapons: The dragon deals full damage to creatures resistant to its attacks, and half damage to creatures immune to them.

    Hovering The dragon is immune to the prone condition, and does not sink or fall unless it chooses to.

    Legendary resistance (3/day) If the dragon fails a saving throw, it can choose to succeed instead.

    Reality breaching The dragon ignores difficult terrain.

    Unreal body The dragon does not need to eat, breathe or sleep. If the dragon is reduced to 0 hit points, its body will decay over the course of an hour, before disappearing like it never was.

    Actions


    Multiattack The dragon can use its Horrifying Presence. It then makes three attacks, one with its bite and two with its claws.

    Bite Melee weapon attack: +14 to hit, reach 10 ft, one target. Hit: 19 (2d10+8) piercing damage plus 13 (2d12) necrotic damage.

    Claw Melee weapon attack: +14 to hit, reach 5 ft, one target. Hit: 17 (2d8+8) slashing damage plus 3 (1d6) necrotic damage.

    Tail Melee weapon attack: +14 to hit, reach 15 ft, one target. Hit: 19 (2d10+8) bludgeoning damage plus 6 (1d12) necrotic damage.

    Horrifying presence The dragon constantly releases pulses of horrifying energies that cause reality to recoil in terror. Creatures within 120 feet of the dragon must make a DC 21 Wisdom saving throw or become frightened for one minute. A creature frightened by this effect must spend their turn running away from the dragon, and must use their action to move as far as they can. A creature that cannot move or take the dash action takes the dodge action instead. A creature under the effects of horrifying presence may remake the saving throw at the start of their turn, ending its effects on a success. A creature who makes their saving throw is immune to the dragon's horrifying presence for the next 24 hours.

    Ending scream (recharge 5/6) The dragon releases a cry that attacks the existence of creatures in a 60 foot cone. Each creature in this effect must make a DC 24 constitution saving throw, taking 71 (11d12) necrotic damage on a failed save or half as much on a successful one.

    Legendary actions


    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action maybe used at a time, and may only be made at the end of a different creature's turn. The dragon regains spent legendary actions at the beginning of its turn.

    Detect The dragon makes a Wisdom (perception) check.
    Tail attack The dragon makes a tail attack.
    Oblivion hiss (2 actions) The dragon unleashes a growl that assaults the senses of all creatures around it. Each creature of the dragon's choice within 30 feet must make a DC 23 constitution saving throw. On a failed saving throw a creature is blinded and deafened prone until the start of the dragon's next turn. On a successful saving throw, the creature is dealt 19 (3d12) necrotic damage instead.


    Spoiler: Young
    Show
    Young Oblivion Dragon
    Large dragon, neutral evil


    Armor class 19 (natural armor)
    Hit pints 250 (20d10+140)
    Speed 60ft, burrow 60ft, climb 60ft, fly 60ft, swim 60ft


    Str Dex Con Int Wis Cha
    23 (+6) 12 (+1) 24 (+7) 14 (+2) 22 (+6) 22 (+6)


    Saving Throws Dex +5, Con +11, Wis +10, Cha +10
    Skills Deception +10, Intimidation +14, Perception +14, Persuasion +10, Stealth +5
    Damage immunities Necrotic, radiant, psychic
    Condition immunities Charmed, frightened, paralyzed, poisoned, prone, restrained, stunned
    Senses Blindsight 30ft, darkvision 120ft, passive perception 24
    Languages Common, Deep speech, Draconic, Primordial
    Challenge 12 (8,400 XP)


    Ender's weapons: The dragon deals full damage to creatures resistant to its attacks, and half damage to creatures immune to them.

    Hovering The dragon is immune to the prone condition, and does not sink or fall unless it chooses to.

    Reality breaching The dragon ignores difficult terrain.

    Unreal body The dragon does not need to eat, breathe or sleep. If the dragon is reduced to 0 hit points, its body will decay over the course of an hour, before disappearing like it never was.

    Actions


    Multiattack The dragon makes three attacks, one with its bite and two with its claws.

    Bite Melee weapon attack: +10 to hit, reach 10 ft, one target. Hit: 17 (2d10+6) piercing damage plus 6 (1d12) necrotic damage.

    Claw Melee weapon attack: +10 to hit, reach 5 ft, one target. Hit: 13 (2d6+6) slashing damage plus 3 (1d6) necrotic damage.

    Ending scream (recharge 5/6) The dragon releases a cry that attacks the existence of creatures in a 45 foot cone. Each creature in this effect must make a DC 19 constitution saving throw, taking 45 (7d12) necrotic damage on a failed save or half as much on a successful one.


    Spoiler: Wyrmling
    Show
    Wyrmling Oblivion Dragon
    Medium dragon, neutral evil


    Armor class 19 (natural armor)
    Hit pints 118 (14d8+70)
    Speed 50ft, burrow 50ft, climb 50ft, fly 50ft, swim 50ft


    Str Dex Con Int Wis Cha
    19 (+4) 12 (+1) 20 (+5) 12 (+1) 19 (+4) 19 (+4)


    Saving Throws Dex +2, Con +7, Wis +5, Cha +6
    Skills Deception +7, Intimidation +10, Perception +10, Persuasion +7, Stealth +4
    Damage immunities Necrotic, radiant, psychic
    Condition immunities Charmed, frightened, paralyzed, poisoned, prone, restrained, stunned
    Senses Blindsight 10ft, darkvision 60ft, passive perception 20
    Languages Deep speech, Draconic, Primordial
    Challenge 6 (2,300 XP)


    Ender's weapons: The dragon deals full damage to creatures resistant to its attacks, and half damage to creatures immune to them.

    Hovering The dragon is immune to the prone condition, and does not sink or fall unless it chooses to.

    Reality breaching The dragon ignores difficult terrain.

    Unreal body The dragon does not need to eat, breathe or sleep. If the dragon is reduced to 0 hit points, its body will decay over the course of an hour, before disappearing like it never was.

    Actions


    Multiattack: The dragon makes one attack with its bite, and two attacks with its claws.

    Bite Melee weapon attack: +7 to hit, reach 10 ft, one target. Hit: 9 (1d10+4) piercing damage and 6 (1d12) necrotic damage.

    Claws: Melee weapon attack: +7 to hit, reach 5 feet, one target. Hit: 8 (1d8+4) slashing damage.

    Ending scream (recharge 5/6) The dragon releases a cry that attacks the existence of creatures in a 30 foot cone. Each creature in this effect must make a DC 16 constitution saving throw, taking 26 (4d12) necrotic damage on a failed save or half as much on a successful one.
    Last edited by Gnomes2169; 2017-10-04 at 02:42 AM.

  4. - Top - End - #4
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    Default Re: The Dragons of the Void (WIP)

    Time dragons

    Unknown These dragons, unlike the others on this list, are simply... unknown. And they have made themselves that way. All traces of them have been wiped from history, they live within temporal anomalies, and any who encounter them are either killed on the spot, or forget through the power of multiple paradoxes. Simply put, encountering a time dragon is something that happens through blind (un)luck, and any association with them will last temporarily at best. That said...
    [b]Guardians of History[b] These dragons do have a purpose. A purpose that can be summed up in once sentence: Make sure all of the things that happened keep on happening. Their secondary mission is to not let the gods or other godlike beings break reality... again. Mostly this is accomplished simply through smoothing over temporal anomalies by creating and promoting replacement individuals if someone important is to die or fail, but direct action can and has been taken by these dragons in the past to unmake potentially reality-altering events. In desperate times, these dragons even call upon mortal agents who can play a pivotal role, agents who forget about the dragon's involvement shortly thereafter, but agents nonetheless.
    Immortal In the truest sense of the word, these dragons are immortal. Their bodies never age, and they are unaffected by disease or marred by blades. Well, that may not be exactly true, as while these dragons can undo frankly ludicrous amounts of damage that is inflicted upon them, they can still be harmed. And anything that can be damaged can die. But when one of these dragons is slain time itself bleeds, and with that bleeding comes the end of its lair, and the destruction of all memories that may exist of the dragon, meaning that, if one has died, no one could honestly say if it has happened.
    Twelve, maybe? There are twelve time dragons, and there always shall be. No more, no less. The wyrmlings born are forever wyrmlings, seeing the birth of realities and the beginnings of all things, and the ancients are there to watch the twilights and endings. Or perhaps there is only a single time dragon, its form relative to the time and being beholding it, being born and growing with every personal reality, only to truly pass on as time itself comes to an end. Either way, the number of time dragons are set and immutable, a constant throughout the multiverse and every reality within.

    A Time Dragon's Lair
    Time dragons exist within a realm crafted from the multi-faceted paradoxes that exist within the realms of time and space, allowing them to touch all times and all places while simultaneously existing outside of them all. As such, the dragon's lair looks... exactly how they want it to look, and is populated solely by themselves and their Time Elemental minions. The dragon's lair initially reflects the time that any interlopers are native to, but this changes as said individuals stride through the halls of the drake, growing younger or older the farther away from their point of entry.

    Lair Actions
    On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
    • Creatures in a 20 foot cube are assaulted by a field that warps their perception of time and space. Any creature in this cube must make a DC 15 charisma saving throw or be treated as if under the effects of the spell slow for either one minute or until this lair action is used again, whichever comes first.
    • A target creature within the lair becomes 1d10 years younger or older (the dragon's choice). Youth caused in this manner cannot make a creature younger than 10, but it can exceed a creature's normal maximum age. After a creature is aged in this manner, they must make a DC 13 constitution saving throw, and on a failed saving throw their maximum hit points are reduced by 2 for every year they were made younger or older. A creature aged in this way recovers 1d20 maximum hit points when they finish a long rest. Creatures immune to the effects of aging are immune to this lair action.
    • Creatures in the dragon's lair are shifted 1d6+1 minutes, hours, weeks, years or decades through time (the dragon's choice). All creatures at the time this lair action is used are shifted in this manner, including the dragon. The dragon can choose to shift into the past or the future when this lair action is used. Time travel taken by this method is safe, and has no direct effects on the health or age of creatures within the dragon's lair.


    Regional Effects
    Time dragons are different in so many ways from their mortal counterparts that it should come as no surprise that their lairs function differently as well. Instead of being something set in stone, as it were, the lair is relative to the person looking at it, and as such has a few interesting features:
    • The lair will look differently aged based on the relative age of each individual party member. While each chamber is the same, child-like members will see something younger and new, while older beings will see something worn down and aged, and venerable beings will see something ancient, bearing the weight of years beyond counting.
    • Each being will see something aligned to their own personage within the dragon's lair. A treasure hunter might see an ancient forgotten vault, filled with relics and treasures beyond counting, a druid might see a series of glades populated by every rare beast, plant and mineral, and a tyrant might find himself within his own fortress, re-arranged to fit the dragon's lair and filled with every object that they desire. The important thing to remember about this feature is that all of these things, these little personal bubbles of reality, are actually real... for as long as these creatures remain within the dragon's lair. Ultimately, only a single item and a single memory of the place can be taken with each interloper, and no creature living only within the psyche of one person can be brought back into reality. The actual treasures, dangerous creatures and layout of this lair do not change because of this feature, the only thing that is different is how each person perceives the other details.
    • All creatures who are missing limbs, memories or any other part of themselves will have these features restored upon entering this lair. For the most part this restoration is temporary, and limbs will disappear upon existing, but any forced mental changes (such as deleted or rewritten memories and brainwashing) will remain reverted.
    • Creatures do not naturally age while within the lair. Nor do they need to eat or sleep, and all creatures become tireless, though they must still take the normal amount of time to benefit from long or short rests.
    • Upon leaving the lair, all memories of the place and the events that transpire within it immediately disappear. If the dragon did not change what time the lair was located in during the stay in the lair, then interlopers are deposited outside of the lair at exactly the time they entered it, with only possession of the one item important to them that they may have picked up, and whatever real treasure they may have found. Only if someone takes none of these things will they remember anything of the dragon's lair, and even then those memories will be fragmented.


    Spoiler: Ancient
    Show
    Ancient Time Dragon
    Gargantuan dragon, true neutral


    Armor class 22 (natural armor)
    Hit pints 512 (25d20+250)
    Speed 70 ft, fly 110 ft


    Str Dex Con Int Wis Cha
    30 (+10) 12 (+1) 30 (+10) 27 (+8) 26 (+8) 22 (+6)


    Saving Throws Dex +7, Con +18, Wis +15, Cha +16
    Skills Arcana +16, History +24, Perception +24, Stealth +9
    Damage immunities Force, poison
    Condition immunities Charmed, poisoned
    Senses Blindsight 60ft, darkvision 120ft, passive perception 34
    Languages Common, Draconic, Primordial
    Challenge 25 (41,500 XP)

    Legendary resistance (3/day) If the dragon fails a saving throw, it can choose to succeed instead.

    Precognition (3/ long rest) The dragon uses its innate connection to time to influence probability and fate. As a reaction to a d20 being rolled by a creature's action, bonus action or reaction, the dragon can, before the results of the dice roll are known, declare that the result is a 1, 10 or 20, negating whatever the results of the dice would normally show. Attack rolls of 20 caused in this manner are not critical hits, and 1's caused by this ability do not count towards critical failures (if that variant is being used).

    Time lord The dragon is immune to the negative effects of aging, and cannot be unnaturally aged. Additionally, the dragon has a perfect memory, and can cycle the air in their lungs via temporal anomalies in such a way that it allows them to breathe in a vacuum or underwater.

    Actions


    Multiattack The dragon can use its Frightful Presence. It then makes three attacks, one with its bite and two with its claws.

    Bite Melee weapon attack: +18 to hit, reach 15 ft, one target. Hit: 21 (2d10+10) piercing damage plus 10 (3d6) force damage.

    Claw Melee weapon attack: +18 to hit, reach 10 ft, one target. Hit: 17 (2d6+10) slashing damage and 3 (1d6) force damage.

    Tail Melee weapon attack: +18 to hit, reach 20 ft, one target. Hit: 19 (2d8+10) bludgeoning damage and 3 (1d6) force damage.

    Frightful presence

    Breath weapons (recharge 5/6) The dragon has two breath weapons, listed below. Using one will cause both to need to be recharged.
    • Stasis breath: The dragon's breath is exhaled in a 90 foot cone of energy that temporarily freezes those within in time. Any creature within this cone must make a DC 26 Wisdom saving throw, and on a failed saving throw they cannot move, take an action, bonus action or reaction, and cannot be harmed or moved in any way until the end of the dragon's next turn.
    • Temporal breath: The dragon exhales a pulse of aging, chaotic temporal energies in a 120 foot line. Each creature in this line must make a DC 26 dexterity saving throw, taking 77 (22d6) force damage on a failed save or half as much on a successful one. Creatures immune to the effects of aging automatically succeed on their saving throw.


    Legendary actions


    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action maybe used at a time, and may only be made at the end of a different creature's turn. The dragon regains spent legendary actions at the beginning of its turn.

    Detect The dragon makes a Wisdom (perception) check.
    Tail attack The dragon makes a tail attack.
    Revert (2 actions) The dragon partially undoes the most recent actions that inflicted damage to it, healing 51 (10d8+6) hit points.


    Spoiler: Adult
    Show
    Adult Time Dragon
    Huge dragon, true neutral


    Armor class 20 (natural armor)
    Hit pints 310 (20d12+180)
    Speed 70 ft, fly 110 ft


    Str Dex Con Int Wis Cha
    30 (+10) 12 (+1) 28 (+9) 25 (+7) 24 (+7) 19 (+4)


    Saving Throws Dex +7, Con +15, Wis +15, Cha +16
    Skills Arcana +13, History +19, Perception +19, Stealth +7
    Damage immunities Force, poison
    Condition immunities Charmed, poisoned
    Senses Blindsight 60ft, darkvision 120ft, passive perception 29
    Languages Common, Draconic, Primordial
    Challenge 18 (20,000 XP)

    Legendary resistance (3/day) If the dragon fails a saving throw, it can choose to succeed instead.

    Precognition (2/ long rest) The dragon uses its innate connection to time to influence probability and fate. As a reaction to a d20 being rolled by a creature's action, bonus action or reaction, the dragon can, before the results of the dice roll are known, declare that the result is a 1, 10 or 20, negating whatever the results of the dice would normally show. Attack rolls of 20 caused in this manner are not critical hits, and 1's caused by this ability do not count towards critical failures (if that variant is being used).

    Time lord The dragon is immune to the negative effects of aging, and cannot be unnaturally aged. Additionally, the dragon has a perfect memory, and can cycle the air in their lungs via temporal anomalies in such a way that it allows them to breathe in a vacuum or underwater.

    Actions


    Multiattack The dragon can use its Frightful Presence. It then makes three attacks, one with its bite and two with its claws.

    Bite Melee weapon attack: +18 to hit, reach 15 ft, one target. Hit: 21 (2d10+10) piercing damage plus 7 (2d6) force damage.

    Claw Melee weapon attack: +18 to hit, reach 10 ft, one target. Hit: 17 (2d6+10) slashing damage and 3 (1d6) force damage.

    Tail Melee weapon attack: +18 to hit, reach 20 ft, one target. Hit: 19 (2d8+10) bludgeoning damage and 3 (1d6) force damage.

    Frightful presence

    Breath weapons (recharge 5/6) The dragon has two breath weapons, listed below. Using one will cause both to need to be recharged.
    • Stasis breath:The dragon's breath is exhaled in a 60 foot cone of energy that temporarily freezes those within in time. Any creature within this cone must make a DC 23 Wisdom saving throw, and on a failed saving throw they cannot move, take any actions, bonus actions or reactions, and cannot be harmed or moved in any way until the end of the dragon's next turn.
    • Temporal breath: The dragon exhales a pulse of aging, chaotic temporal energies in a 90 foot line. Each creature in this line must make a DC 23 dexterity saving throw, taking 56 (16d6) force damage on a failed save or half as much on a successful one. Creatures immune to the effects of aging automatically succeed on their saving throw.


    Legendary actions


    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action maybe used at a time, and may only be made at the end of a different creature's turn. The dragon regains spent legendary actions at the beginning of its turn.

    Detect The dragon makes a Wisdom (perception) check.
    Tail attack The dragon makes a tail attack.
    Revert (2 actions) The dragon partially undoes the most recent actions that inflicted damage to it, healing 31 (6d8+4) hit points.


    Spoiler: Young
    Show
    Young Time Dragon
    Large dragon, true neutral


    Armor class 19 (natural armor)
    Hit pints 188 (16d10+90)
    Speed 70 ft., fly 110 ft.


    Str Dex Con Int Wis Cha
    23 (+6) 12 (+1) 21 (+5) 19 (+4) 19 (+4) 15 (+2)


    Saving Throws Dex +5, Con +9, Wis +8, Cha +6
    Skills Arcana +8, History +12, Perception +12, Stealth +5
    Damage immunities Force poison
    Condition immunities Charmed, poisoned
    Senses Blindsight 30ft, darkvision 120ft, passive perception 22
    Languages Common, Draconic, Primordial
    Challenge 11 (7,200 XP)


    Precognition (1/ long rest) The dragon uses its innate connection to time to influence probability and fate. As a reaction to a d20 being rolled by a creature's action, bonus action or reaction, the dragon can, before the results of the dice roll are known, declare that the result is a 1, 10 or 20, negating whatever the results of the dice would normally show. Attack rolls of 20 caused in this manner are not critical hits, and 1's caused by this ability do not count towards critical failures (if that variant is being used).

    Time lord The dragon is immune to the negative effects of aging, and cannot be unnaturally aged. Additionally, the dragon has a perfect memory, and can cycle the air in their lungs via temporal anomalies in such a way that it allows them to breathe in a vacuum or underwater.

    Actions


    Multiattack The dragon makes three attacks, one with its bite and two with its claws.

    Bite Melee weapon attack: +10 to hit, reach 10 ft, one target. Hit: 17 (2d10+6) piercing damage plus 7 (2d6) force damage.

    Claw Melee weapon attack: +10 to hit, reach 5 ft, one target. Hit: 13 (2d6+6) slashing damage.

    Breath weapons (recharge 5/6) The dragon has two breath weapons, listed below. Using one will cause both to need to be recharged.
    • Stasis breath:The dragon's breath is exhaled in a 30 foot cone of energy that temporarily freezes those within in time. Any creature within this cone must make a DC 17 Wisdom saving throw, and on a failed saving throw they cannot move, take an action, bonus action or reaction, and cannot be harmed or moved in any way until the end of the dragon's next turn.
    • Temporal breath: The dragon exhales a pulse of aging, chaotic temporal energies in a 120 foot line. Each creature in this line must make a DC 17 dexterity saving throw, taking 42 (12d6) force damage on a failed save or half as much on a successful one. Creatures immune to the effects of aging automatically succeed on their saving throw.


    Spoiler: Wyrmling
    Show
    Wyrmling Time Dragon
    Medium dragon, neutral good


    Armor class 17 (natural armor)
    Hit pints 60 (8d8+24)
    Speed 60 ft., fly 80 ft.


    Str Dex Con Int Wis Cha
    19 (+4) 12 (+1) 16 (+3) 17 (+3) 16 (+3) 15 (+2)


    Saving Throws Dex +4, Con +6, Wis +6, Cha +5
    Skills History +6, Perception +6, Stealth +2
    Damage resistances Poison
    Damage immunities Force
    Condition immunities Charmed
    Senses Blindsight 10ft, darkvision 60ft, passive perception 16
    Languages Common, Draconic, Primordial
    Challenge 5 (1,800 XP)


    Precognition (1/ long rest) The dragon uses its innate connection to time to influence probability and fate. As a reaction to a d20 being rolled by a creature's action, bonus action or reaction, the dragon can, before the results of the dice roll are known, declare that the result is a 1, 10 or 20, negating whatever the results of the dice would normally show. Attack rolls of 20 caused in this manner are not critical hits, and 1's caused by this ability do not count towards critical failures (if that variant is being used).

    Actions


    Multiattack: The dragon makes an attack with its bite, and then two with its claws.

    Bite Melee weapon attack: +6 to hit, reach 10 ft, one target. Hit: 9 (1d10+4) piercing plus 3 (1d6) force damage.

    Claw Melee weapon attack: +6 to hit, reach 5 ft, one target. Hit: 7 (1d6+4) slashing damage.

    Breath weapons (recharge 5/6) The dragon has two breath weapons, listed below. Using one will cause both to need to be recharged.
    • Stasis breath:The dragon's breath is exhaled in a 15 foot cone of energy that temporarily freezes those within in time. Any creature within this cone must make a DC 14 Wisdom saving throw, and on a failed saving throw they cannot move, take an action, bonus action or reaction, and cannot be harmed or moved in any way until the end of the dragon's next turn.
    • Temporal breath: The dragon exhales a pulse of aging, chaotic temporal energies in a 30 foot line. Each creature in this line must make a DC 14 dexterity saving throw, taking 21 (6d6) force damage on a failed save or half as much on a successful one. Creatures immune to the effects of aging automatically succeed on their saving throw.
    Last edited by Gnomes2169; 2018-02-14 at 06:36 AM.

  5. - Top - End - #5
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    Default Re: The Dragons of the Void (WIP)

    Void Dragons

    A strange and somewhat perplexing creature, the cordial Void Dragon has an... interesting psychology. Constantly looking for new places and magical items to consume, these star-studded beasts have been many a wizard's bane.
    A void dragon's hide is speckled with light resembling the stars on the astral plane. When they are young these "stars" are simple, small pin pricks of pure white light that are interspersed between the cracks of the dragon's obsidian scales. As the dragon grows older, the shine and luster fades from the scales and the lights grow and change color, representing swirling nebula made of a multitude of solar systems. Their eyes in particular seem to be constantly swirling masses of glowing celestial gasses, shifting in focus and composition as the dragon turns them. On the back of their heads a multi-pointed crest of light resembling a cluster of shooting stars will form, acting as horns and shining brighter than the other constellations that dot their bodies. Watching one fly is like seeing a piece of the night sky itself shifting through the world. The dragon is, of course, aware of this display and can mute the stars on its body to give itself a better chance to hide within dark places, resembling a shadow dragon instead while it does so.
    Certain celestial phenomena, such as a meteor shower or the aurora borealis, can be mimicked by the dragon's hide, and when such phenomena are present the void dragon's constellations will subconsciously shift to resemble them.
    Invasive Void dragons are not born as normal beings, but are rather the shattered fragments of a greater being. These shattered pieces are scattered throughout the void and the far realms. Some of these shards scatter beyond these barriers between realities, landing in different worlds and places of magic. Those who find themselves in a saturated magical area, or that travel through a void for long enough, will eventually grow and change into a void dragon. Acting much like an invasive species, the void dragon will move through whatever realm they happen to land on looking for a place to feed and grow. The more magic they can gather and the more fantastic the place they land in is, the faster the dragon will grow. If an "adult" or larger void dragon dies (based on size, as age barely factors into the equation) the shard that it was created from will shatter into multiple pieces, eventually becoming even more of the beasts before the end of the century, while younger dragons will merely have their essence set back, waiting to reform themselves in just a few years. In this way, void dragons can be seen as one of the most invasive species of dragon... though typically, the "young" ones take on challenge that are too large for them to handle, leading the void dragon population to being stifled and kept under control.
    Manavore The void dragon's diet consists entirely of magic, drawn from their surroundings, and sometimes magical beings or items if the dragon can get its teeth in them. However it seems like their obsession with hoarding magical items and hunting magical beings is nothing more than an addiction, as they can survive within a perfect void without any difficulty. Magic only seems to make them larger, and more powerful, and it seems to be the only thing the void dragon's body can process. Living beings have been recovered from the literal bellies of these beasts almost a week after being consumed, malnourished but otherwise fine.
    To a lesser degree the void dragon can absorb the life force of other beings. However, the dragon must consciously focus on doing so, the pay off is far lower and it requires a dragon of immense power to steal any appreciable amount, so this ability is only used by the most ancient dragons in times of emergency.
    Dual personality Void dragons have an... interesting relationship with other creatures. While most will be perfectly cordial and polite with more mundane creatures, to the point of actually being more congenial than a brass dragon in their mannerisms, to more supernatural beings with magic in their blood these creatures are little more than blood thirsty monsters out to kill them and consume their essence. Among most mortals this is hardly a problem, after all even wizards draw on the weave for their magical abilities, and what magic they possess is smaller and barely even tempting enough for the dragon to consider hunting the short-lived creatures. However, fey, dragons, aberrations and their descendants are an entirely different manner, and sorcerers, which have magic literally flowing through their blood, are also on the menu. While the void dragon may not wish to actually kill such beings it will single-mindedly do what it has to so that it can drain every last drop of magic it can from its prey, leaving them hollow and mortal. If this ends the prey's lives, then so be it. The dragon isn't quite sure why it will fall into such a blood frenzy, and only has a vague recollection of doing so after the fact.
    Magical collector Similarly the dragon has a taste for the magic within items of power, which mortals can use to bribe the void dragon. The dragon does not care about any other kind of wealth, leaving its hoard to be populated only with the magical items it was paid with or managed to steal. Sometimes it will store such items within its stomach, where the magic will slowly be absorbed to feed the beast's hunger, but any item it is saving for later, or any item it manages to keep from eating so that it can use it instead, will be kept within the most secure part of its lair, with multiple traps (mostly mundane, if well constructed) to keep it secure.

    A Void Dragon's Lair
    A void dragon's lair is actually more its preferred hunting ground. Often built near magically influenced civilizations, or in areas densely populated by abberations, fey or other dragons, this territory often features cliffs, a lake or other locations where the void dragon hunted down and slew the previous occupant. In particular, unicorn glades, dragon caverns and mage towers are all favorite locals for a void dragon to "roost."

    Lair Actions
    On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
    • The dragon shifts its position in reality slightly, allowing it to teleport up to 120 feet in a direction of its choosing, though this movement cannot take it out of its lair.
    • The dragon attempts to move intruders to a position it wants, forcing them temporarily through the void. Up to three creatures within 60 feet of the dragon must make a DC 15 charisma saving throw, and on a failed saving throw a creature is forcefully teleported 60 feet to an unoccupied space of the dragon's choosing. Creatures who are moved in this way and are unable to travel safely through the void are dealt 18 (4d8) cold damage.


    Regional Effects
    A legendary void dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
    • All magic within a mile of the lair seems to dim and flicker ever so slightly. Permanent magical phenomena in this area, such as an established teleportation circle or major image cast as a high enough level spell, might temporarily disappear or lead to the wrong destination, and might even fall apart completely after prolonged exposure occurs.
    • Within a mile of the dragon's territory the stars will seem to be brighter, closer and more distinct in the night sky. Even inside of caves and buildings, small pricks of light which resemble stars will be found in the ceiling. Wielders of magic and creatures of a magical origin will feel unsettled within this area, as if something were watching them.
    • The dragon is accutely aware of the location and armament of every creature the light of its lair touches. Additionally, it can tell if a creature is able to harness magic, or is magical in nature, and knows the effects of most magical items within its lair by sight.

    All effects immediately disappear on the dragon's death, and any magical effect not permanently destroyed by the dragon's influence immediately regains its potency and functions without fail.

    Spoiler: Ancient
    Show
    Ancient Void Dragon
    Gargantuan dragon, true neutral


    Armor class 23 (natural armor)
    Hit pints 412 (25d20+200)
    Speed 40ft, swim 40 ft, fly 80ft


    Str Dex Con Int Wis Cha
    29 (+9) 14 (+2) 27 (+8) 23 (+6) 20 (+5) 26 (+8)


    Saving Throws Dex +9, Con +15, Wis +13, Cha +15
    Skills Arcana +12, Perception +19, Stealth +16
    Damage resistances Necrotic, radiant
    Damage immunities Cold, poison
    Condition immunities Poisoned
    Senses Blindsight 60ft, darkvision 120ft, passive perception 29
    Languages Common, Draconic, Primordial
    Challenge 24 (36,500 XP)


    Breathless The void dragon does not need to breathe, and can fly through voids such as space without penalty.

    Legendary resistance (3/day) If the dragon fails a saving throw, it can choose to succeed instead.

    Magic resistance The dragon has advantage on saving throws against spells and other magical effects.

    Actions


    Multiattack The dragon can use its Frightful Presence. It then makes three attacks, one with its bite and two with its claws.

    Bite Melee weapon attack: +16 to hit, reach 15 ft, one target. Hit: 20 (2d10+9) piercing damage plus 13 (3d8) cold damage.

    Claw Melee weapon attack: +16 to hit, reach 10 ft, one target. Hit: 16 (2d6+9) slashing damage.

    Tail Melee weapon attack: +16 to hit, reach 20 ft, one target. Hit: 18 (2d8+9) bludgeoning damage.

    Frightful presence Each creature of the dragon's choice within 120 feet that is aware of the dragon makes a DC 23 Wisdom saving throw. On a failed save, a creature is inflicted with the frightened condition for one minute. A creature may remake this saving throw at the beginning of each round, ending the effect on a successful save. Creatures that succeed on their saving throw are immune to the dragon's frightful presence for 24 hours.

    Breath weapon (recharge 5/6) The dragon uses one of the following breath weapons.
    • Void breath The dragon unleashes a blast of pure void essence, bathing its foes in the cold, airless energy. All creatures in a 90 foot cone must make a DC 23 Constitution saving throw and are dealt 81 (18d8) cold damage on a failed save, or half as much on a success.
    • Dispelling breath The dragon unleashes a breath of energy that shreds all magic it comes in contact with. All creatures and spells in a 90 foot cone are treated as if they were targeted by the spell dispell magic cast as a level 5 spell (use charisma as the dragon's casting stat). Temporary magical effects that are not spells, such as flight granted by winged boots or a different dragon's fear aura, have their effects ended as well. Permanent bonuses, such as those granted by a +1 weapon or ring of protection, are not affected by this breath.


    Legendary actions


    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action maybe used at a time, and may only be made at the end of a different creature's turn. The dragon regains spent legendary actions at the beginning of its turn.

    Detect The dragon makes a Wisdom (perception) check.
    Tail attack The dragon makes a tail attack.
    Essence leach (2 actions) The dragon attempts to rip some of the vital energy from its foes to heal itself. All hostile creatures within 30 feet of the dragon must make a DC 23 constitution saving throw and are dealt 14 (4d6) necrotic damage on a failed saving throw, or half as much on a success. The dragon regains hit points equal to half of the damage dealt in this way.


    Spoiler: Adult
    Show
    Adult Void Dragon
    Huge dragon, true neutral


    Armor class 19 (natural armor)
    Hit pints 212 (17d12+102)
    Speed 40ft, swim 40ft, fly 80ft


    Str Dex Con Int Wis Cha
    25 (+7) 14 (+2) 23 (+6) 21 (+5) 18 (+4) 23 (+6)


    Saving Throws Dex +8, Con +12, Wis +10, Cha +12
    Skills Arcane +10, Perception +16, Stealth +14
    Damage resistances Radiant, necrotic
    Damage immunities Cold, poison
    Condition immunities Poisoned
    Senses Blindsight 60ft, darkvision 120ft, passive perception 26
    Languages Common, Draconic, Primordial
    Challenge 17 (18,000 XP)


    Breathless The void dragon does not need to breathe, and can fly through voids such as space without penalty.

    Legendary resistance (3/day) If the dragon fails a saving throw, it can choose to succeed instead.

    Magic resistance The dragon has advantage on saving throws against spells and other magical effects.

    Actions


    Multiattack The dragon can use its Frightful Presence. It then makes three attacks, one with its bite and two with its claws.

    Bite Melee weapon attack: +13 to hit, reach 10 ft, one target. Hit: 18 (2d10+7) piercing damage plus 9 (2d8) cold damage.

    Claw Melee weapon attack: +13 to hit, reach 5 ft, one target. Hit: 14 (2d6+7) slashing damage.

    Tail Melee weapon attack: +13 to hit, reach 15 ft, one target. Hit: 16 (2d8+7) bludgeoning damage.

    Frightful presence Each creature of the dragon's choice within 120 feet that is aware of the dragon makes a DC 20 Wisdom saving throw. On a failed save, a creature is inflicted with the frightened condition for one minute. A creature may remake this saving throw at the beginning of each round, ending the effect on a successful save. Creatures that succeed on their saving throw are immune to the dragon's frightful presence for 24 hours.

    Breath weapon (recharge 5/6) The dragon uses one of the following breath weapons.
    • Void breath The dragon unleashes a blast of pure void essence, bathing its foes in the cold, airless energy. All creatures in a 60 foot cone must make a DC 20 Constitution saving throw and are dealt 63 (14d8) cold damage on a failed save, or half as much on a success.
    • Dispelling breath The dragon unleashes a breath of energy that shreds all magic it comes in contact with. All creatures and spells in a 60 foot cone are treated as if they were targeted by the spell dispell magic cast as a level 4 spell (use charisma as the dragon's casting stat). Temporary magical effects that are not spells, such as flight granted by winged boots or a different dragon's fear aura, have their effects ended as well. Permanent bonuses, such as those granted by a +1 weapon or ring of protection, are not affected by this breath.


    Legendary actions


    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action maybe used at a time, and may only be made at the end of a different creature's turn. The dragon regains spent legendary actions at the beginning of its turn.

    Detect The dragon makes a Wisdom (perception) check.
    Tail attack The dragon makes a tail attack.
    Essence leach (2 actions) The dragon attempts to rip some of the vital energy from its foes to heal itself. All hostile creatures within 20 feet of the dragon must make a DC 20 constitution saving throw and are dealt 10 (3d6) necrotic damage on a failed saving throw, or half as much on a success. The dragon regains hit points equal to half of the damage dealt in this way.


    Spoiler: Young
    Show
    Young Void Dragon
    Large dragon, true neutral


    Armor class 18 (natural armor)
    Hit pints 142 (15d10+60)
    Speed 40ft, burrow 40ft, fly 60ft


    Str Dex Con Int Wis Cha
    21 (+5) 14 (+2) 19 (+4) 17 (+3) 16 (+3) 21 (+5)


    Saving Throws Dex +3, Con +10, Wis +4, Cha +9
    Skills Arcane +7, Perception +11, Stealth +10
    Damage resistances Radiant, necrotic
    Damage immunities Cold, poison
    Condition immunities Poisoned
    Senses Blindsight 30ft, darkvision 120ft, passive perception 21
    Languages Common, Draconic, Primordial
    Challenge 10 (5,900 XP)


    Breathless The void dragon does not need to breathe, and can fly through voids such as space without penalty.

    Magic resistancethe dragon has advantage on saving throws against spells and magical effects.

    Actions


    Multiattack The dragon makes three attacks, one with its bite and two with its claws.

    Bite Melee weapon attack: +9 to hit, reach 10 ft, one target. Hit: 16 (2d10+5) piercing damage plus 4 (1d8) cold damage.

    Claw Melee weapon attack: +9 to hit, reach 5 ft, one target. Hit: 12 (2d6+5) slashing damage.

    Breath weapon (recharge 5/6) The dragon uses one of the following breath weapons.
    • Void breath The dragon unleashes a blast of pure void essence, bathing its foes in the cold, airless energy. All creatures in a 45 foot cone must make a DC 16 Constitution saving throw and are dealt 38 (9d8) cold damage on a failed save, or half as much on a success.
    • Dispelling breath The dragon unleashes a breath of energy that shreds all magic it comes in contact with. All creatures and spells in a 45 foot cone are treated as if they were targeted by the spell dispell magic cast as a level 3 spell (use charisma as the dragon's casting stat). Temporary magical effects that are not spells, such as flight granted by winged boots or a different dragon's fear aura, have their effects ended as well. Permanent bonuses, such as those granted by a +1 weapon or ring of protection, are not affected by this breath.


    Spoiler: Wyrmling
    Show
    Wyrmling Void Dragon
    Medium dragon, true neutral


    Armor class 17 (natural armor)
    Hit pints 52 (8d8+16)
    Speed 30ft, swim 30ft, fly 60ft


    Str Dex Con Int Wis Cha
    17 (+3) 14 (+2) 15 (+2) 15 (+2) 14 (+2) 17 (+3)


    Saving Throws Dex +1, Con +6, Wis +2, Cha +5
    SkillsArcana +4, Perception +6, Stealth +4
    Damage resistances Necrotic, radiant
    Damage immunities Cold, poison
    Condition immunities Poisoned
    Senses Blindsight 10ft, darkvision 60ft, passive perception 16
    Languages Common, Draconic, Primordial
    Challenge 4 (1,100 XP)


    Breathless The void dragon does not need to breathe, and can fly through voids such as space without penalty.

    Magic resistance The dragon has advantage on saving throws against spells or other magical effects.

    Actions


    Bite Melee weapon attack: +5 to hit, reach 10 ft, one target. Hit: 8 (1d10+3) piercing damage plus 4 (1d8) cold damage.

    Breath weapon (recharge 5/6)
    The dragon uses one of the following breath weapons.
    [list][*]Void breath The dragon unleashes a blast of pure void essence, bathing its foes in the cold, airless energy. All creatures in a 30 foot cone must make a DC 12 Constitution saving throw and are dealt 22 (5d8) cold damage on a failed save, or half as much on a success. [*]Dispelling breath The dragon unleashes a breath of energy that shreds all magic it comes in contact with. All creatures and spells in a 30 foot cone are treated as if they were targeted by the spell dispell magic cast as a level 2 spell (use charisma as the dragon's casting stat). Temporary magical effects that are not spells, such as flight granted by winged boots or a different dragon's fear aura, have their effects ended as well. Permanent bonuses, such as those granted by a +1 weapon or ring of protection, are not affected by this breath.
    Last edited by Gnomes2169; 2015-12-08 at 10:21 PM.

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    Default Re: The Dragons of the Void (WIP)

    Poking this thread up a bit...

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    Default Re: The Dragons of the Void (WIP)

    Why is an ancient oblivion dragon stronger than the Prince of Demons, Demogorgon himself????
    And a just born oblivion dragon is as strong as a young white dragon if that CR is right, the obvilion wyrmling has just one attack, though, so I'm not sure if its CR really has to be 6
    Last edited by PoeticDwarf; 2015-10-11 at 06:03 AM.

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    Default Re: The Dragons of the Void (WIP)

    Quote Originally Posted by EnderDwarf View Post
    Why is an ancient oblivion dragon stronger than the Prince of Demons, Demogorgon himself????
    And a just born oblivion dragon is as strong as a young white dragon if that CR is right, the obvilion wyrmling has just one attack, though, so I'm not sure if its CR really has to be 6
    Sorry, needed to finish the fluff of the oblivion dragon and I didn't notice this comment until now... And hey, the fluff actually directly relates to your first question!

    Oblivion dragons are meant to be the final sign that a particular reality, all of its mortals, kingdoms, worlds, planes and gods, are coming to an end. Their ancient form is meant to be the final signal that unless something is done now, there is no hope for recovery... And is supposed to rival minor gods and god-like beings in power. Hence the high CR. Also note, just like there is only one Demogorgon, Prince of Demons, there is also only one Oblivion Dragon (... At least at any given point where it would be relevant and the heroes have even a chance of winning).

    Good catch on the wyrmling (who is supposed to be that powerful), a second attack (one claw) has been added to its attack progression, and its breath weapon (also pretty weak for the level) has been buffed from 3d12 to 4d12. Should make them a bit more worthy of the CR.

    As a final note, Oblivion dragons are the most powerful by far. Mind/ magic dragons will be on the level of a blue/ silver (and will also get a rename to arcane dragons or something), void will be with the red/gold, and time are with the Creation and (if you look at my Gem Dragon Conversion homebrew) Obsidian dragon at the first (lowest) rung of "epic tier, non-deity" dragons. While all of these dragons are dragons, and thus terrifying, and they will have specialized mechanics to make each encounter interesting and at least somewhat unique, none should power ramp nearly as much.

    Edit: Did I seriously forget a spot for the time dragons? Oh bugger it... I'll get that in in the morning, when I'm not 90% asleep.
    Last edited by Gnomes2169; 2015-10-12 at 07:46 AM.

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    Default Re: The Dragons of the Void (WIP)

    Poking this up, Void dragons next.

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    Default Re: The Dragons of the Void (WIP)

    Aaaaand void dragons are done! So that finishes up the ports of my 3.5 dragons homebrew, onto the new stuff!

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    Default Re: The Dragons of the Void (WIP)

    Poking this up once again to get to work on tiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiime dragons. They will be a little bit wibbly and wobbly.

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    Default Re: The Dragons of the Void (WIP)

    I will reply again, on one side, it is cool there are more dragons, and the balance (with CR) is good, I love all the fluff and the work you put in it.

    On the other side, I find these a bit strange, I have the feeling most dragons won't add much in most campaigns. Also, I find it onlogical that creation dragons still have wyrmlings and ages, if I read the fluff correctly, I know they are still born out of eggs, but an immortal creature with children doesn't sound correctly. It would also mean 90% + of the Creation Dragons is ancient.


    Still, for certain settings and for high level campaigns and DMs with big ideas these Dragons can help, and I do appreciate your work.
    Last edited by PoeticDwarf; 2016-01-04 at 09:34 AM.

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    Default Re: The Dragons of the Void (WIP)

    These dragons are sort of meant to be more of a set-piece in a specific setting than they are enemies to fight (particularly Creation and Time dragons), so I can see how they might be a bit hard to use outside of that setting... Though, since the Void is technically around everyone and every reality, some of them could leak in from that. Right? ... Right?

    On a more serious note, yes, it does take finagling and more than a bit of finesse to get these dragons to fit in some settings, which is unfortunate. But I did have specific visions for them when they were created, and... I'm probably going to be the only one that uses them... So there's that...

    On the creation dragon front, yes they are technically immortal, and exist in a semi-perpetual state of reincarnation (unless their soul is straight-up destroyed or trapped). And yes, around 60-80% of them are Adults or Ancients at any given time. However, the setting they are part of has a mass of creatures bound under the dominion of a group known as Oblivion, led by a being who is Ao's equal (actually, greater at this point, though they used to be equals). Creation dragons make worlds within an almost empty, starless, infinite reality, lovingly hand crafting every hill and cave, obsessively filling every lake and river and joyfully watching as creatures come to live within the place that they created. Once they finish making their world, there is almost nothing that can make a creation dragon leave it short of being killed and forced to reincarnate. Which is where Oblivion comes in. No world is safe from their influence, and Oblivion's goal is to snuff out all life within the void, and then all life within every reality (before, after or during their campaign in the void, it doesn't matter), which means that creation dragons, who make worlds and life and give (temporary) safe haven to their enemies are prime targets for them. They go out to conqueror these worlds and kill the dragons there, snuffing out whatever light Creation might have once held there, and setting back the birth rate of the dragons themselves in the process.

    So creation dragons are in an almost constant cycle of rebirth after "only" (this is relative to an immortal creature, after all) 7-20,000 "short" years of life. The rate at which Oblivion is able to kill them is constant enough that only 1-3 creation dragons are actually new souls each decade, and some decades go enough in Oblivion's favor that they don't even get through the souls of those that died in that time. Creation dragons that are reincarnated just aren't able to handle their full memories as wyrmling, young dragons or even adults, so they slowly regain their old minds and personalities as they grow older, with only shadows of their former selves peaking through every once in a while. Mechanically, this leaves them at the same stat line as a "new" wyrmling, young and adult creation dragon, with Ancient being when they fully realize their old power.

    Hope that clears that up a little bit, and thanks for the feedback!

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    Default Re: The Dragons of the Void (WIP)

    And there we go, took my long enough, but I finally just DID THE THING and finished up time dragons. First post now has a disclaimer, and all of the dragons should be ready for adventuring party use. Have at them!

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    Default Re: The Dragons of the Void (WIP)

    So, how large are creation dragons exactly? The size listing is gargantuan, but you also say that they can flatten mountain ranges.
    Are we talking Godzilla sized dragons, or dragons half the size of Scotland?

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    Default Re: The Dragons of the Void (WIP)

    I love all the work you put into this. Will definitely use the oblivion dragons in my campaign! We are heading to epic levels and need some good challenges :).

    Since we are on the subject of epic Dragons. Around Twenty years ago there was a dragon magazine that had a story about a world in another dimention that was ruled by dragons. Their world was immensly big, like a million times as big as our world. One of the smaller juvenile dragons was bullied because of his size and 'ran' away from home. Somehow ending up in the forgotten realms.

    Being far away from home and sleepy he decided to make a landing. With one breath weapon the dragon erased/destroyed about the same land mass as the continent of Africa. He slept there for a week or so and continued his travels, never to be seen again. Could you possibly make some stats for this dragon? Pretty please *puppy eyes*.

    I imagine the challenge rating would be around 40-50 or so. This would be for level 30 characters with epic boons and artifacts, so no need to hold back :)
    Last edited by Foxydono; 2018-02-20 at 08:52 PM.

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    Default Re: The Dragons of the Void (WIP)

    Quote Originally Posted by Fire Tarrasque View Post
    So, how large are creation dragons exactly? The size listing is gargantuan, but you also say that they can flatten mountain ranges.
    Are we talking Godzilla sized dragons, or dragons half the size of Scotland?
    Truly, TRULY ancient Creation dragons that choose not to be reborn can grow to half the size of Scotland (a common event if they need to protect a world they created from outside invaders and those invaders lack the tools to slay them.) "Normal" ancient Creation dragons would be the 3.5 equivalent of a Colossal+ creature, but 5e simply doesn't have a size category higher than Gargantuan. Kind of like how Tiamat is huge, bigger than any mortal chromatic dragons by almost double, but her model and size category are listed as simply Gargantuan for ease of use and system math.

    Also, they don't regularly flatten mountain ranges... they are mistaken for them, and have the raw physical might to destroy them if necessary.

    Quote Originally Posted by Foxydono View Post
    I love all the work you put into this. Will definitely use the oblivion dragons in my campaign! We are heading to epic levels and need some good challenges :).

    Since we are on the subject of epic Dragons. Around Twenty years ago there was a dragon magazine that had a story about a world in another dimention that was ruled by dragons. Their world was immensly big, like a million times as big as our world. One of the smaller juvenile dragons was bullied because of his size and 'ran' away from home. Somehow ending up in the forgotten realms.

    Being far away from home and sleepy he decided to make a landing. With one breath weapon the dragon erased/destroyed about the same land mass as the continent of Africa. He slept there for a week or so and continued his travels, never to be seen again. Could you possibly make some stats for this dragon? Pretty please *puppy eyes*.

    I imagine the challenge rating would be around 40-50 or so. This would be for level 30 characters with epic boons and artifacts, so no need to hold back :)
    Oblivion Dragons are fuuuuuuuuuuuuun to describe and run. It's just lovely building up their lair, describing how magic and the universe itself is silently screaming at its presence, and watching your players need a new pair of pants in short order.

    As for that dragon project, well, honestly... I really have no idea how one would implement that. That would be so beyond overpowered that you might want to switch to the Exalted game system instead, because 5e just doesn't have that kind of math. That's a narrative enemy in 5e, like trying to fight and kill LITERALLY every demon in the abyss.

    Basically that dragon would be like Nyarlathotep manifesting within the physical world. Either you stopped them from manifesting, or you died horribly. Or you have Yog-Sothoth already manifested to fight its fellow elder god for you, and have consigned the entire continent to oblivion as they get caught in the cross fire. There really isn't a middle ground. That's the kind of power I associate with CR 40-50 creatures.

  18. - Top - End - #18
    Dwarf in the Playground
     
    Beholder

    Join Date
    Jan 2018
    Location
    Paranoia land

    Default Re: The Dragons of the Void (WIP)

    We'll get epic level characters for 5e...
    Someday...

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