Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Sunlight Sensitivity. The dragon has no ability to see, and exposure to sunlight would surely be disorienting. The dragon automatically fails Wisdom (Perception) checks that rely on sight. While in sunlight, the dragon has disadvantage on attack rolls.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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 21 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.
Force Breath (Recharge 5–6). The dragon exhales rapid pulses of force in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) force damage and being knocked prone 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.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
An aura of almost primal hunger permeates the area around a Dragon Psion, whose hide no longer bears scales, slightly translucent and leathery to the touch. It's eyes are milky, unused in it's environment, and it barely possesses the capability of flight. It's time isolated in the Underdark has warped it into something more like a beast than a dragon.
Lair and Lair Actions
A Dragon Psion’s Lair
Dragon Psions lair in the Underdark, dwelling in pitch-black, flooded caverns, or within the deep halls of abandoned mines and dwarven strongholds. Caves with uniquely large fungal growths are the most highly prized dragon psion lairs, creating hazards that hinder intruders and grow viable food for a dragon psion to sustain itself.
It hoards only that which it cannot consume, as such most often found in it's hoard piles are regurgitated weapons and armor of less-fortunate adventurers.
Throughout the lair complex, waves of psionic force gently buffet the area when the dragon is awake as it echolocates psionically.
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:
- Psionic force erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-radius sphere. Each creature in the sphere’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one.
- A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- Psionic spores form a cloud in a 10-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 15 Wisdom saving throw or be charmed until the end of its turn. While charmed in this way, a creature is incapacitated.
Regional Effects
The region containing a legendary dragon psion’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Unnatural echoing noises are common within 6 miles of the dragon’s lair.
- Water sources within 1 mile of the lair are tainted by spores, afflicting fish and other creatures that frequent the water source into a blind, stupefied state. A creature that drinks this water must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, a creature is incapacitated.
- Stone fissures within 1 mile of the dragon’s lair form portals to the Astral Plane, allowing Gith into the world to dwell nearby. These Gith are usually concerned with defeating such a dangerous creature, and may be convinced to aid adventurers, to a point.
If the dragon dies, these effects fade over the course of 1d10 days.
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