Void Wyrm
Armor Class 25 (natural armor)
Hit Points 800 (20d20+590)
Speed 40 ft. fly 120 ft.
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
Actions
Bonus Actions
Reactions
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.
Mythic Trait
Mythic Actions
If the creature's mythic trait is active, it can use the options below as legendary actions.
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 absencesโdestroyed 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.