Medium Aberration (Half-Dragon), Lawful Evil
Armor Class 23 Natural Armor
Hit Points 245 (12d12 + 91)
Speed 45 ft., fly 20 ft. (Hover)
STR
25 (+7)
DEX
17 (+3)
CON
25 (+7)
INT
28 (+9)
WIS
22 (+6)
CHA
21 (+5)
Saving Throws CON +13, INT +15, CHA +11
Skills Arcana +35, Deception +26, History +31, Insight +20, Religion +27
Damage Resistances Acid, Cold, Fire, Lightning, Poison
Condition Immunities Charmed
Senses Darkvision 180 ft., Tremorsense 30 ft., Passive Perception 18
Languages Common, Deep Speech, Draconic, Primordial, Telepathy
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting. The mind flayer dragonwill is a 14-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 29, +9 to hit with spell attacks). The mind flayer dragonwill has following wizard spells prepared:
 (at will): [mind sliver], [enthrall],[spell]fireball
 12/day: [feeble mind], [psychic scream] 

Actions

Multi attack. Uses will scarring slash once and Mind Flare twice.

Will Scarring Slash. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 28 (2d10 + 12) [slashing] damage plus 12 psychic damage. 

Improved Mind Flare. RangedWeapon Attack: +12 to hit, range 30/120 ft., 3 targets. Hit: 43 (4d8 + 9) [psychic] damage and 17 fire damage. There also is a -4 penalty to attack and damage rolls.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

There are mind flayers from a colony that got stuck in the material plane and realized the value of dragons and worshipped the ancient dragons because they had too few resources to make brainstealers. However they do gain advantages from their alliance. The dragon they bow down to is a master of psionics and knows more spells then they know.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Mind FlayerCult of the Dragon

Habitat: HillMountainUnderdark

BruenorBattleaxe18

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