The Origin of Nothing
To look at, it's clearly a dragon. And yet, something about it defies reality. It's shadowless and seemingly weightless, immune to gravity, questioning its mass. This is no ordinary dragon. In fact, despite its appearance and shape, this isn't a dragon at all. This entity is a construct of the planes --- anaberration, fashioned of a planar tear --- a hole torn in the very fabric of the multiverse. This creature wasn't born. It came from no egg and had no mother. It was created from nothingness, with an appropriate single-mindedness: to turn or return all else to nothingness.
A Planar Construct
A dragon this mightn't be; at least, not a true dragon. But it shares many of a dragon's characteristics. It can fly. It exudes a terrible aura and yes: its breath is a devastating weapon. The rift dragon isn't an accident of nature. It's neither an aggrieved deity, nor is it a living being from the Far Realms. The rift dragon was created. Something --- or someone --- made it. Quite who was behind this reprehensible act --- or who could be --- remains unknown. Clearly, whomever the architect, a tremendous amount of magic was required, not to mention a deep understanding of the multiverse, and the Astral Plane in particular.
Not knowing the answer to this question does nothing to conceal the answer as to why. Why was it created? One must only look to its nature, both physical and instinct, to realise that the purpose of the rift dragon is to end everything. For a structure of a planar rift is not altogether different to a black hole --- its essence is nothingness. It is nothingness incarnate. A hole in reality. The centre of a darkness so powerful from which even light can't escape. Unsurprisingly, when it opens its mouth and unleashes its breath weapon, a line --- impossibly black --- of annihilation streaks forth, disintegrating all that it touches. Perhaps that's why few records exist of it...
I really hope you enjoy the rift dragon. If you're of a mind, I'd love to hear your thoughts: Olster20
Rift Dragon
Gargantuan aberration, Chaotic Evil
- Armor Class 23 (natural armour)
- Hit Points 840 (35d20 + 350)
- Speed 40 feet, fly 80 feet
STR DEX CON INT WIS CHA 30 (+10) 10 (+0) 30 (+10) 10 (+0) 15 (+2) 25 (+7)
- Saving Throws Dex +10, Con +19, Int +9, Wis +11
- Skills Athletics +19, Stealth +10, Perception +21
- Damage Immunities force, bludgeoning, piercing and slashing from non-magical attacks
- Damage Resistances necrotic (20)
- Condition Immunities charmed, frightened, petrified
- Senses blindsight 60 ft., darkvision 240 ft., passive Perception 31
- Languages understands Draconic and Primordial but can't speak
- Challenge 29 (135,000 XP) Proficiency Bonus +9
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 magical effects.
Rift Defence. Once the dragon is bloodied (has lost half of its hit points), the rift nimbus shifts around its form more vigorously, increasing its armour class to 26.
Rift Master. The forces binding the dragon together are part and parcel of the multiverse, making it a master of traversing the planes. Should the dragon be banished from the Material Plane, it can return at the start of its turn if it wishes.
Rift Origins. The dragon is a living embodiment of the rift - a component of the Astral Plane. As such, it is classed as a construct and so does not need to breathe, drink, eat or sleep. In addition, its attacks are magical.
Unconquerable. If the dragon is subjected to any effect that would reduce its hit points to 0 or kill it, but that does not deal damage, the dragon takes 10d10 force damage instead. This excludes power word kill. The dragon also can’t be transmuted in any way.
Unstoppable. At any time, requiring no action, the dragon can take 30 hit points of damage and immediately end all conditions or effects it’s suffering. After taking the damage, the dragon can’t take reactions until the start of his next turn.
Actions
Multiattack. The dragon can use its Maddening Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack:+ 19 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 10) piercing damage plus 14 (4d6) force damage.
Claws. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 24 (4d6 + 10) slashing damage. The dragon can forgo the rolled damage and grapple a creature one or more sizes smaller instead.
Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., up to four creatures. Hit: 25 (3d8 + 10) bludgeoning damage.
Maddening Presence. 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 insane for 1 minute, as per Short-term Madness (Dungeon Master's Guide, p. 259).
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Maddening Presence for the next 24 hours.
Annihilation Breath (Recharge 5-6). The dragon exhales absolute black, vaporising nothingness in a 10-foot wide, 120-foot line. Each creature in that area must make a DC 20 Dexterity saving throw. On success, the creature takes 35 hit points (10d6) of force damage and is slowed until the end of its next turn. This ignores Evasion.
On a fail, the creature must make a DC 22 Constitution saving throw, taking 150 (43d6) force damage on a failed save, or 73 (21d6) on success, and is slowed until the end of its next turn. A handful of dust is all that remains of a creature if its hit points are reduced to 0 by this breath weapon.
Each creature that is hit must roll a d20 after taking damage. On a 2 or lower, one item (of clothing, or something in the creature’s hand, whether or not magical) is destroyed. If the creature took full damage (150 hit points) from the breath weapon, the d20 roll threshold is 5 or higher (7).
Reaction
Bloodied Vengeance. The first time each day that the dragon’s hit points are reduced to half or lower, its breath weapon recharges and the dragon can use it immediately as a reaction. Whilst the dragon’s hit points remain at half or lower, its breath weapon recharges on a 4-6.
Legendary Actions
The dragon can take up to three 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.
- Phase Shift (Costs 2 Actions). The dragon phases out of whatever plane of existence it is currently on, into the Astral Plane and then returns to a spot up to 60 feet away from its old position on the plane existence it was just on.
- Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 19 (2d8 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.