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Void Wyrm

Gargantuan Dragon (titan), Chaotic Evil


Armor Class 25 (natural armor)

Hit Points 800 (20d20+590)

Speed 40 ft. fly 120 ft.

STR 30 (+10)
DEX 16 (+3)
CON 32 (+11)
INT 24 (+7)
WIS 25 (+7)
CHA 30 (+10)

Saving Throws Dex +12, Con +20, Wis +16, Cha +19

Skills Arcana +20, Stealth +14, Perception +21

Damage Resistances cold; fire; lightning; necrotic; radiant; bludgeoning from nonmagical attacks; piercing from nonmagical attacks; slashing from nonmagical attacks

Damage Immunities force, poison, psychic

Condition Immunities blinded, charmed, frightened, paralyzed, poisoned, stunned

Senses blindsight 120 ft., truesight 240 ft., passive Perception 31

Languages Common, Draconic, Deep Speech, telepathy 240 ft.

Challenge 58 Proficiency Bonus +9


Legendary Resistance (5/Day). If the wyrm fails a saving throw, it can choose to succeed instead.
Void Sovereignty. The wyrm exists partly outside reality. It can move through creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 55 (10d10) force damage. The wyrm cannot be restrained by nonmagical means.
Null-Space Aura. A 60-foot aura surrounds the wyrm. Magical light in the aura is dim light, and nonmagical light is extinguished. A creature that starts its turn in the aura must succeed on a DC 28 Constitution saving throw or lose one expended spell slot of the highest level it has available, or take 22 (4d10) psychic damage if it has no spell slots.
Reality-Eater. When the wyrm deals damage to a creature, that creature cannot regain hit points until the start of the wyrm's next turn. If the creature dies before then, a 10-foot-radius sphere of absolute darkness appears in its space for 1 minute.
Starless Mind. The wyrm is immune to effects that would read its thoughts, alter its memories, or forcibly teleport it. It has advantage on saving throws against spells and other magical effects.
Unmaking Rebirth. If the wyrm is reduced to 0 hit points outside an antimagic field, it dissolves into a singularity instead of dying. At the end of its next turn, it returns with 200 hit points unless at least three creatures within 120 feet use an action to succeed on a DC 28 Intelligence (Arcana) check, collectively sealing the singularity.
Innate Spellcasting. Void Wyrm's spellcasting ability is Charisma (spell save DC 28, +20 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
1/day each: foresight, gate, power word kill, time stop
3/day each: chain lightning, disintegrate, maze, power word stun
At will: counterspell, dispel magic, misty step, telekinesis

Actions

Multiattack. The wyrm makes one bite attack, two claw attacks, one tail attack, and one Void Ray attack.
Bite. Melee weapon Attack: +20 to hit, reach 20 ft., one target. Hit: 36 (4d12+10) piercing damage, plus 26 (4d12) force damage. If the target is a creature, it must succeed on a DC 28 Constitution saving throw or its hit point maximum is reduced by 22 (4d10) until it finishes a long rest.
Claw. Melee weapon Attack: +20 to hit, reach 15 ft., one target. Hit: 26 (3d10+10) slashing damage, plus 11 (2d10) force damage. The target must succeed on a DC 28 Strength saving throw or be pushed up to 20 feet and knocked prone.
Tail. Melee weapon Attack: +20 to hit, reach 30 ft., one target. Hit: 36 (4d12+10) bludgeoning damage, plus 16 (3d10) force damage. The target must succeed on a DC 28 Dexterity saving throw or be teleported to an unoccupied space within 60 feet chosen by the wyrm and knocked prone.
Void Ray. Ranged spell Attack: +20 to hit, range 240 ft., one target. Hit: 52 (8d12) force damage, plus 52 (8d12) necrotic damage. The ray ignores half cover and three-quarters cover. A creature hit by it must succeed on a DC 28 Wisdom saving throw or be frightened until the end of its next turn.
Event Horizon (Recharge 5-6). The wyrm creates a 30-foot-radius sphere centered on a point it can see within 150 feet. Each creature in the sphere must make a DC 28 Strength saving throw, taking 88 (16d10) force damage on a failed save, or half as much on a successful one. On a failed save, a creature is also pulled to the sphere's center, restrained until the end of its next turn, and unable to teleport.
Devouring Exhalation (Recharge 6). The wyrm exhales a 120-foot cone of starless annihilation. Each creature in the area must make a DC 28 Dexterity saving throw, taking 154 (28d10) force damage plus 154 (28d10) necrotic damage on a failed save, or half as much on a successful one. A creature reduced to 0 hit points by this damage is erased from existence, leaving behind no body and preventing ordinary resurrection magic from restoring it.

Bonus Actions

Fold Distance. The wyrm teleports to an unoccupied space it can see within 120 feet. Each creature within 10 feet of the space it leaves or enters takes 22 (4d10) force damage.

Reactions

Cancel Spell. When a creature the wyrm can see within 120 feet casts a spell, the wyrm casts counterspell without expending a spell use. If the spell is 5th level or lower, it automatically fails. For a higher-level spell, the wyrm must make an ability check using Charisma with a +20 bonus.

Legendary Actions

The wyrm can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The wyrm regains spent legendary actions at the start of its turn.

Detect. The wyrm makes a Wisdom (Perception) check.
Void Ray (Costs 2 Actions). The wyrm makes one Void Ray attack.
Wing of Nothing (Costs 2 Actions). Each creature within 20 feet of the wyrm must succeed on a DC 28 Dexterity saving throw or take 27 (5d10) force damage and be pushed 20 feet. The wyrm can then fly up to half its flying speed.
Gravity Snare (Costs 3 Actions). One creature the wyrm can see within 120 feet must succeed on a DC 28 Strength saving throw or be pulled up to 60 feet toward the wyrm and restrained until the end of its next turn.
Unmake (Costs 5 Actions). One creature the wyrm can see within 60 feet must make a DC 28 Constitution saving throw, taking 55 (10d10) force damage plus 55 (10d10) necrotic damage on a failed save, or half as much on a successful one.

Mythic Trait

Mythic Resilience: Birth of the Black Star (Recharges after a Once). When Unmaking Rebirth activates, the wyrm instead returns with 300 hit points, immediately uses Devouring Exhalation if available, and becomes surrounded by a 120-foot aura of starless gravity. A creature that starts its turn in the aura must succeed on a DC 28 Strength saving throw or be pulled 30 feet toward the wyrm and take 22 (4d10) force damage.

Mythic Actions

If the creature's mythic trait is active, it can use the options below as legendary actions.

Black Star Collapse (Costs 3 Actions). The wyrm chooses a point within 120 feet. Each creature within 40 feet of that point must make a DC 28 Dexterity saving throw, taking 110 (20d10) force damage and 110 (20d10) necrotic damage on a failed save, or half as much on a successful one. The area becomes difficult terrain and heavily obscured until the end of the wyrm's next turn.

Lair

Lair Actions

On initiative count 20 (losing initiative ties), the creature can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:

  • Invert the Horizon. The wyrm chooses up to three creatures it can see in its lair. Each must succeed on a DC 28 Dexterity saving throw or fall upward 60 feet, taking 21 (6d6) bludgeoning damage if it strikes the ceiling or another solid surface.
  • Silence the Stars. Until initiative count 20 on the next round, all sources of light in the lair are extinguished, and creatures cannot benefit from invisibility, truesight, or blindsight.
  • Reality Fracture. A 20-foot-radius, 20-foot-high pillar of fractured space appears at a point within 120 feet. The area is difficult terrain. A creature entering it for the first time on a turn or starting its turn there takes 33 (6d10) force damage.

Regional Effects

The region containing the creature's lair is warped by its magic, creating the following effects:

  • Within 10 miles of the wyrm's lair, stars vanish from the night sky and compasses point toward the lair.
  • Within 6 miles, spells that restore hit points restore only half as many hit points unless cast at 9th level.
  • Within 3 miles, shadows move independently of their owners and occasionally form unfamiliar constellations.
  • Within 1 mile, sound sometimes arrives before its source, and creatures occasionally lose a minute of memory.

If the wyrm dies permanently, these effects fade over 1d100 years. During that time, a newborn black star remains visible above the lair.

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"Do not look into its mouth. You will see the place where your world ends." โ€” Ilyra Venn, last astronomer of Khar-Moruun

Lore & Description

Appearance

The Void Wyrm is a continent-sized dragon compressed into a shape that reality can barely tolerate. Its scales are not black but absent, revealing pinpricks of distant stars beneath a skin of moving darkness. A crown of broken horns circles its skull like a shattered halo, while its eyes resemble twin eclipses rimmed in violet fire. Its wings are vast membranes of starless space, and every beat folds the horizon inward. Its long, serpentine body trails wisps of erased matter, leaving stones, trees, and even memories subtly incomplete in its wake. Beneath its hide, impossible layers of compressed mass pulse like a second heartbeat, making the ground tremble whenever it moves.

Behavior & Origins

The Void Wyrm was born when an ancient draconic god attempted to swallow a dying universe and found something hungry waiting inside it. It does not hoard gold; it collects absencesโ€”destroyed cities, forgotten names, extinguished suns, and people removed from history. The wyrm is currently searching for the Astral Scar beneath the ruined observatory of Khar-Moruun, where it believes a sealed fragment of its original universe is buried. Its body has grown denser as it consumes abandoned realities, and even fragments of its shed scales can bend gravity. It can speak with chilling patience, treating mortal heroes as brief mathematical irregularities rather than enemies.

Running Void Wyrm

Tactics

The wyrm opens with Devouring Exhalation or Event Horizon, attempting to separate the party and erase their most powerful spellcaster with Void Ray. It uses Fold Distance and its legendary actions to remain outside melee reach while dragging isolated targets into its aura. When bloodied, it triggers Unmaking Rebirth if possible, then uses Black Star Collapse to reshape the battlefield. It fights to the death unless the characters offer it the location of the Astral Scar or a relic capable of feeding its endless hunger.

DM Tips

  • Telegraph the encounter with starless nights, missing reflections, animals born without shadows, and a village whose oldest resident has been erased from every record.
  • Give the wyrm a slow, reverberating voice and have it pause mid-sentence as though consulting memories that no longer exist.
  • For a weaker party, remove Unmaking Rebirth and reduce Devouring Exhalation to 20d10 force plus 20d10 necrotic damage; for an epic party, let Reality Fracture create two pillars each round.
  • Because this is a level-58-style cosmic boss, run its lair and legendary actions openly so players can plan around the escalating battlefield rather than being surprised by every effect.

Loot

  • Scale of the Unwritten Sky — A palm-sized scale that contains a moving field of stars. Once per long rest, its bearer can cast antimagic field, but each use permanently erases one mundane written page within 30 feet.
  • The Wyrm's Missing Name — A phrase heard only in the final moments of the wyrm's death. Speaking it at the Astral Scar opens a passage to a sealed fragment of the creature's lost universe.
  • Khar-Moruun's Black Lens — A fractured observatory lens found in the lair, granting truesight to 60 feet while held and showing the viewer one possible future whenever it is aimed at the night sky.

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Void Wyrm

Generation Info

Original prompt:
"give it more hp"

Created: Oct 4, 2026
Modified: Oct 26, 2026

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