Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Mental Hub. The brain stealer dragon is telepathically connected to all mind flayers in its cluster, allowing it to coordinate attacks and control their movement.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its tentacles and two with its claws.
Tentacle. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage plus 4 (1d8) Psychic damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful 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 16 Wisdom saving throw or become frightened for 1 minute. 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 Frightful Presence for the next 24 hours.
Mind Blast (Recharge 2-6). The dragon emits a devastating pulse of psionic energy in a 60-foot cone. All creatures caught in the blast must make a DC 18 Intelligence saving throw or take 4d12 psychic damage and be Stunned for 2d4 rounds.
Neural Lance (Recharge 5–6). The dragon emits a psionic beam in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) psychic damage on a failed save, or half as much damage on a successful one.
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.
Psychokinetic Pulse (Costs 2 Actions). The dragon emits a powerful kinetic burst. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Hideous amalgamations of dragon and mind flayer, with violet skin and pale yellow eyes, the Brainstealer dragon combines the worst parts of both, with pale violet scales and bulbous heads with tentacle-ringed mouths. They are known for their cunning and desire to control others. Like their humanoid kin, brainstealer dragons are found in the underdark, usually leading a small cluster of Illithids by acting a surrogate Elder Brain. They feed in the same way other Illithids do, but prefer not to do so in battle. Their origins are a mystery and many doubt that they even exist.
Lair and Lair Actions
Brainstealer dragons live in the underdark with the rest of their illithid kin. The use their powerful psionic abilities to form small colonies without the need for an Elder Brain. Normally they prefer to remain hidden and well protected.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- The dragon lets out a Psionic call for aid, summoning 1d3 Mind flayers or 1d6 intellect devourers. The dragon can only perform this action once.
- A cloud of neural static fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Wisdom saving throw, taking 10 (3d6) Psychic damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) psychic damage.
- Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Regional Effects
The region containing a legendary brainstealer dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- The tunnels surrounding the lair contain numerous thralls and corpses,
- Psionic whispers can be heard by all intelligent creatures within 3 miles of the dragon's lair.
- Fog lightly obscures the land within 6 miles of the lair.
If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.
Previous Versions
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8/6/2018 11:35:54 PM
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Coming Soon
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