Closed Uneasywheat closed 11 months ago
Can you paste the statblock text? I need to try it myself to see what’s up.
Dragon, Void A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon’s body. Children of the Stars. Void dragons drift through the empty spaces beyond the boundaries of the mortal world, wanderers between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves. When lesser creatures visit void dragons, the dragons themselves barely notice. Witnesses to the Void. Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the void itself. Gazing into the yawning nothing outside has taken a toll. The void dragons carry a piece of that nothing with them, and it slowly devours their being. They are all unhinged, and their madness is contagious. It flows out of them to break the minds of lesser beings when the dragons fly into a rage and lash out. Voracious Scholars. Despite their removed existence and strange quirks, void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures. Woe to any who disturbs this collection, for nothing ignites their latent madness like a violation of their hoard. ANCIENT VOID DRAGON Gargantuan dragon, chaotic neutral Armor Class 22 (natural armor) Hit Points 448 (23d20 + 207) Speed 40 ft., fly 80 ft. (hover) STR DEX CON INT WIS CHA 28 (+9) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6)
Saving Throws Dex +7, Con +16, Wis +9, Cha +13 Skills Arcana +18, History +18, Perception +16, Persuasion +13, Stealth +7 Damage Immunities cold Condition Immunities charmed, frightened Senses blindsight 60 ft. darkvision 120 ft. passive Perception 26 Languages Celestial, Common, Draconic, Infernal, Primordial, Void Speech Challenge 24 (62,000 XP) Chill of the Void. Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity. Collapsing Star. When the void dragon is killed it explodes in a swath of celestial destruction. Each creature and object within 1 mile of the dragon take 55 (10d10) bludgeoning damage, 55 (10d10) cold damage, and 55 (10d10) psychic damage. Each damage type can be reduced by half with a successful DC 21 saving throw: Dexterity vs. bludgeoning, Constitution vs. cold, and Wisdom vs. psychic. Additionally, a creature that fails two or three of the saving throws is affected by a plane shift spell and sent to a random plane. If it is sent to the plane it currently occupies, it appears 5d100 miles away in a random direction. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Void Dweller. Void dragons dwell in the empty expanse between the stars, and do not require air, food, drink, or sleep. When flying between stars the void dragon magically glides on solar winds, making the immense journey through the void in an impossibly short time. ACTIONS Multiattack. The dragon can use its Aura of Madness. 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 14 (4d6) cold damage. Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage plus 7 (2d6) cold damage. Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage. Aura of Madness. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature fails the saving throw by 5 or more it is driven insane. An insane creature is frightened permanently, and behaves as if affected by confusion while it is frightened in this way. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Aura of Madness for the next 24 hours. Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons. Gravitic Breath. The dragon exhales a 90-foot cube of powerful localized gravity, originating from the dragon. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or
An ancient void dragon can be more deadly than CR 24 implies, thanks to the Collapsing Star ability. If characters defeat one and kill it, they may be obliterated by 165 hp cosmic blast damage—enough to kill characters outright, if they take the full brunt. Characters have three chances to reduce it with successful saving throws, and by the time they’re strong enough to defeat an ancient void dragon, some likely have resistance or immunity to one or more of the damage types involved. So even if they’re completely unprepared for the collapsing star effect, some of the heroes will likely survive. The key to facing an ancient void dragon is information. NPCs and legends should encourage characters to research this creature before battling one. Once they know the terrible risk of killing one, they can prepare a plan for it— and what might be a tragic “gotcha” deathtrap becomes a challenging puzzle instead. COLLAPSING STAR
enters it for the first time in a turn, including when the dragon creates the field, it must make a DC 24 Dexterity saving throw. On a failure the creature is restrained. On a success the creature’s speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon’s breath recharges, and it can’t use gravitic breath twice consecutively. Stellar Flare Breath. The dragon exhales star fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 45 (13d6) fire damage and 45 (13d6) radiant damage on a failed save, or half as much damage on a successful one. Teleport. The dragon magically teleports to any open space within 100 feet. REACTIONS Void Twist. When the dragon is hit by a ranged attack, it can create a small rift in space to increase its AC by 7 against that attack. If the attack misses because of this increase, the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target. LEGENDARY ACTIONS The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Void Slip (Costs 2 Actions). The dragon twists the fabric of space. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then teleport to an unoccupied space within 40 feet. Void Cache (Costs 3 Actions). The dragon can magically reach into its treasure hoard and retrieve one item. If the dragon is holding an item, it can use this ability to deposit the item into its hoard.
LAIR ACTIONS On initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row: • The dragon negates natural gravity within its lair (an area affected by its gravitic breath is unaffected). Creatures drift 10 feet away from the ground over the course of a round and are restrained. Flying creatures can move at half speed, unless they have the (hover) tag or use magical flight, in which case they move normally. This effect persists until initiative count 20 on the following round. • The Void briefly overlaps the dragon’s lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The area spreads
around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save or half as much on a successful one. Any creature that ends its turn in the sphere takes 10 (3d6) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies. • The dragon rips the fabric of space, forcing two creatures it can see within 120 feet of it to suddenly exist in the same place. Space itself repels the creatures to their original positions. Each creature takes 16 (3d10) force damage and is knocked prone, or takes half as much damage and is not knocked prone with a successful DC 15 Strength saving throw.
Sorry if this is not what you need, I'm doing this for my friend who's the GM and was looking for a way to create monsters quickly and I set this up for him, I would also like to state its possible I may not be copying and pasting things correctly but he tried it as well
I see the Lair Actions appear on the character sheet. Do you not see this section?
About the Void Slip not creating a template or extra button, this module doesn't add those things. Those would come from MidiQol or something similar, and I don't have any control over those.
Btw, this whole section should be removed because it's not part of the statblock itself...
An ancient void dragon can be more deadly than CR 24
implies, thanks to the Collapsing Star ability. If characters
defeat one and kill it, they may be obliterated by 165 hp
cosmic blast damage—enough to kill characters outright,
if they take the full brunt. Characters have three chances
to reduce it with successful saving throws, and by the time
they’re strong enough to defeat an ancient void dragon,
some likely have resistance or immunity to one or more of
the damage types involved. So even if they’re completely
unprepared for the collapsing star effect, some of the
heroes will likely survive.
The key to facing an ancient void dragon is information.
NPCs and legends should encourage characters to research
this creature before battling one. Once they know the
terrible risk of killing one, they can prepare a plan for it—
and what might be a tragic “gotcha” deathtrap becomes a
challenging puzzle instead.
COLLAPSING STAR
That's part of the callout block on that page (I have the same book). It's separate from the statblock and will confuse the parser if it's included.
ok thank you for the feedback, I was confused because for instance on the dragon breath attacks it was adding those buttons and templates but I believe we've figured out why, and yes that did show up I just thought it was supposed to give him something to click on to show up in the log not just a block of text in the character sheet, thanks again!
didn't mean to close I misclicked
Yeah, the Lair Actions aren't broken out into their own items because there's nothing to track (there aren't a limited number of Lair Action) and there's no title for each, so I don't know what I'd put for the item name.
I was doing some testing with this since I just got it and noticed I could not get lair actions to appear correctly on the statblock, I was trying to import an ancient void dragon from Kobold press tome of beasts 1 and the lair actions would not show up on the page, additionally the void slip from the dragon would not create a template, or a button for the players to click on for the saving throw.