Lighter than steel, faster than reason—this shimmering titan dances across walls and water, fists flashing in a blur. And if you think distance will save you, just wait for the arcane storm.
💬 What would you do if the uncatchable was also unstoppable?
Contrary to popular belief, "space" is a misnomer. The inky black expanse between worlds, their stars, and galaxies is not empty as we might perceive. Space itself is a presence, imparting as-yet-poorly-understood effects on visible bodies with its own influence. Traveling between the worlds carries countless risks to an interstellar voyager, but it might surprise some to learn that even this empty void could be a threat of grave concern.
Far away from the safe atmospheres of populated worlds, there lie strange "tunnels" bridging the planes, and when such connections are established with the Far Realm, sometimes space itself can be tainted by that corruptive psionic energy and be granted a perverse life and sentience. This emptiness enjoys perfect camouflage amongst an endless backdrop of starlight, blending with the blackness of normal space and allowing it free movement. Its primary compulsion is to snuff out all the light it sees, which draws it toward the brightest starlight. It then journies ceaselessly, methodically, unerringly toward those pinpricks of light, until it reaches them and draws out all the energy they emit until none remains.
The scholars residing on terrestrial bodies see this blinking-out of the oldest and strongest stars through their telescopes, and they emit a sigh of relief, for their world and their sun were both spared on that day. The void claimed another victim, and the people of this world can rest easier knowing that their days, while numbered, will continue for the time being.
Attributes
Gargantuan aberration, chaotic neutral
Armor Class: 19 (natural armor)
Hit Points: 348 (17d20 + 170)
Speed: 0 ft., fly 120 ft. (hover)
STR: 18 (+4)
DEX: 10 (+0)
CON: 30 (+10)
INT: 26 (+8)
WIS: 24 (+7)
CHA: 8 (-1)
Damage Resistances: cold
Damage Immunities: psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses: darkvision 120 ft. (including magical darkness), passive Perception 23
Languages: telepathy 120 ft.
Challenge: 19 (22,000 XP)
Proficiency Bonus: +6
Special Traits
Innate Spellcasting (Psionics). The living empty's innate spellcasting ability is Intelligence (spell save DC 22). It can innately cast the following spells, requiring no components:
At will: dissonant whispers, magnify gravity, mind sliver, shatter, suggestion
3/day each: blight, circle of death, counterspell, disintegrate, dominate monster, gravity fissure, gravity sinkhole, ravenous void, reverse gravity, sickening radiance
1/day each: dark star, feeblemind, power word stun, psychic scream, synaptic static
All spells cast by the living empty that have an area of effect can instead affect all spaces within the living empty. When it casts spells in this manner, the living empty is not considered to be in the area of effect for the purpose of needing to make saving throws or otherwise being affected by its own spells.
Magic Resistance. The living empty has advantage on saving throws against spells and other magical effects.
Void Nature. The living empty doesn't require air, can fly freely in a vacuum, and can move through other creatures and objects as if they were difficult terrain. Each creature it moves through takes 6 (1d12) psychic damage; no creature can take this damage more than once per turn. The space inside a living empty is filled with magical darkness.
Actions
Multiattack. The living empty makes three attacks with its tentacles.
Tentacle. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 4 (1d8) force damage, and the target is pulled up to 20 feet toward the living empty, potentially being pulled inside of the empty's space.
Psychic Barrage (Recharge 5-6). The living empty barrages the minds of all creatures inside of it. Each creature makes a DC 19 Wisdom saving throw. On a failed save, a creature takes 14 (4d6) psychic damage and is frightened until the end of its next turn.
[id: lore and stat block for living empty, depicting the blackness of space in the shape of a toothed monster, reaching toward a rocketship]
As one would expect, deep dragons are found deep, deep in the earth. It's not completely certain whether deep dragons are their own species, or some kind of mutated version of a true dragon. Regardless, they're just as powerful as true dragons. Surface dwellers may now give a sigh of relief as it's made known that deep dragons have no interest in leaving their dark world. They sometimes make pacts with drow, but that's mostly to keep an eye on them and make sure that whatever the drow do, it won't interfere with the deep dragon's well-being.
Deep dragons cannot be trusted. They’re especially tricky creatures, and similarly difficult to fool. Even a wyrmling is born with innate true seeing, making them immune to the effects of illusions and invisibility. Older deep dragons become more attuned to their cavernous and stony environment. They start out being able to easily burrow through stone and worm their way though small cracks. By the time end of their lifespan, deep dragons can command the stone to open, close and warp as they please.
Why fight some repugnant humanoid skulking in the tunnel you've left behind when you can simply command the tunnel to seal itself, crushing the intruder?
One(?) gifset per episode || 19 Trial of the Take: Part 2
...the Huntmaster (...) hand-chose and divided the party into two separate smaller groups: the first group being the one that began playing with us last [episode], in which we had the illustrious Scanlan, Percy, Vex, and Grog, who were paired up with two new adventurers (...). [Critical Role's] audience chose the creature they were going to hunt, and [they] voted on an adult white dragon—so they've been hunting that.