Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Innate Spellcasting (Psionics). The dragon’s innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components:
At will: detect thoughts, levitate
1/day each: dominate monster, plane shift (self only)
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
Telepathic Hub. The dragon can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The dragon can let those creatures telepathically hear each other while connected in this way.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its tail or extract brain and two with its claws or tentacles
Extract Brain. Melee Weapon Attack: +10 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (6d10) piercing damage. If this damage reduces the target to 0 hit points, the dragon kills the target by extracting and devouring its brain. (This is a full action)
Tentacle. Melee Weapon Attack: +10 to hit, reach 30 ft., one target. Hit: 20 (4d8 + 2) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 15) and takes 9 (1d8 + 5) psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) 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 19 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 5–6). The dragon magically emits psychic energy. Creatures of the dragon’s choice within 60 feet of it must succeed on a DC 18 intelligence saving throw or take 32 (5d10 + 5) psychic damage and be stunnedfor 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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.
Break Concentration (Once a day). The dragon targets a creature within 120 feet of it with which it has a psychic link. The dragon breaks the creature’s concentration on a spell it has cast. The creature also takes 1d4 psychic damage per level of the spell.
Tail Attack. The dragon makes a tail attack.
Psychic Pulse. The elder brain targets a creature within 120 feet of it with which it has a psychic link. Enemies of the elder brain within 10 feet of that creature take 10 (3d6) psychic damage.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Like most Illithids and their creations, brainstealer dragons has squid-like heads and brain-devouring maws. They possess white bloated eyes above the four tentacles drooping from their heads. Their draconic bodies are covered in small purple scales and their wings reduced to fleshy flaps of eldritch skin.
Lair and Lair Actions
A Brainstealer Dragon’s Lair
Brainstealer dragons lair in the chamber of the elder brain which it has consumed.
With its hoard well protected deep within the chamber, a brainstealer spends all of its time in its lair commanding the mind flayers to bring him more brains.
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:
- Gas erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) acid 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 vibrations form in a 20-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 sphere must succeed on a DC 13 Wisdom saving throw or be deafened, and have disadvantage on attack rolls until the end of its turn.
Regional Effects
The region containing a legendary brainstealer’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Migraines are common within 6 miles of the dragon’s lair.
- People sleeping within 6 miles of the dragons lair have vivid nightmares involving the dragon.
- People within 6 miles of the dragons lair often hear voices.
If the dragon dies, these effects fade over the course of 1d10 days.
Previous Versions
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