Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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At will: detect thoughts, levitate
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1/day each: dominate monster, plane shift (self only)
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: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 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 stunned for 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.
Psychic Link. The dragon targets one incapacitated creature it can perceive with its Creature Sense trait and establishes a psychic link with that creature. Until the psychic link ends, the dragon can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the dragon can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The psychic link also ends if the target and the dragon are more than 5 miles apart, with no consequences to the target. The dragon can form psychic links with up to ten creatures at a time.
Sense Thoughts. The dragon targets a creature with which it has a psychic link. The elder brain gains insight into the target's reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). The dragon can also make a Charisma (Deception) check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If the dragon succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target.
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 23 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.
Break Concentration. 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.
Sever Psychic Link. The dragon targets a creature within 120 feet of it with which it has a psychic link. The dragon ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature's next turn.
Description
An elder brain that has taken up the corpse of an ancient dragon.
Lair and Lair Actions
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 casts wall of force.
- The dragon targets one friendly creature it can sense within 120 feet of it. The target has a flash of inspiration and gains advantage on one attack roll, ability check, or saving throw it makes before the end of its next turn. If the target doesn't or can't use this benefit in that time, the inspiration is lost.
- The dragon targets one creature it can sense within 120 feet of it and anchors it by sheer force of will. The target must succeed on a DC 18 Charisma saving throw or be unable to leave its current space. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Regional Effects
The region containing a mindflayer dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Creatures within 5 miles of an elder brain feel as if they are being followed, even when they are not.
- The dragon can overhear any telepathic conversation happening within 5 miles of it. The creature that initiated the telepathic conversation makes a DC 18 Wisdom (Insight) check when telepathic contact is first established. If the check succeeds, the creature is aware that something is eavesdropping on the conversation. The nature of the eavesdropper isn't revealed, and the dragon can't participate in the telepathic conversation unless it has formed a psychic link with the creature that initiated it.
- Any creature with which the dragon has formed a psychic link hears faint, incomprehensible whispers in the deepest recesses of its mind. This psychic detritus consists of the dragon's stray thoughts commingled with those of other creatures to which it is linked.
If the dragon dies, these effects immediately end.
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