Gargantuan Aberration, Neutral Evil
Armor Class 22 (natural armor)
Hit Points 367 (21d20 + 147)
Speed 40 ft., Fly 80 ft.
STR
27 (+8)
DEX
14 (+2)
CON
25 (+7)
INT
20 (+5)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws CON +14, INT +12, WIS +9, CHA +11
Skills Perception +16, Stealth +9
Damage Resistances Psychic
Damage Immunities Acid
Senses Truesight 120 ft., Passive Perception 26
Languages Telepathy 120 ft.
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Bound Together. The dragon shares its mind with every other Tethered within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation.

Amorphous. The dragon can move through a space as narrow as 1 inch wide without squeezing.

Spider Climb. The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Legendary Resistance (4/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes two attacks with its claws and uses its Tether.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 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.

Tether. The dragon targets one creature that is within 30 feet of it. The target must then succeed on a DC 23 Dexterity saving throw or take 19 (2d10 + 8) psychic damage plus 9 (2d8) acid damage and is pierced by the dragon's tether. Constructs, oozes, and plants cannot be targeted by this action.
While tethered, the target gains a blindsight of 60 feet and is able to communicate telepathically with any other tethered creature within 120 feet of it. Tethered creatures are always aware of the location of any other tethered creatures within 120 feet of them and any spells or conditions affecting them.
The tether has an AC of 15 and can be severed by taking 6 or more slashing damage at once. If the tether is broken, the dragon and tethered creature both immediately take 20 (4d8) psychic damage and are stunned until the end of their next turns. 
If a creature remains tethered for an hour, they must succeed on a DC 19 Wisdom saving throw or be afflicted with the Curse of the Tethered. A creature that succeeds on this saving throw is immune to its effects for 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Acid Breath. The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.

Stunning Breath. The dragon lets out a horrible screech in a 90 foot cone. Each creature in that area must succeed on a DC 19 Wisdom saving throw or be stunned 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.

Bonus Actions

Mind Invasion. The dragon targets a creature it has tethered. The target must then make a DC 19 Wisdom saving throw, taking 3d10 psychic damage on a failure or half damage on a success.

Legendary Actions

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.

Tail Attack. The dragon makes a tail attack.

Wing Tether (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) piercing damage and be tethered. The dragon can then fly up to half its flying speed.

Disruption (Costs 3 Actions). The dragon lets out a psychic wave. Each creature within 30 feet of the dragon must make a DC 19 Wisdom saving throw or take 32 (5d12) psychic damage. In addition, every spell ends on creatures and objects of the dragon's choice in that area.

Description

The Tethered. Many have speculated the nature of the Tethered as a collective hive mind of various creatures, but the reality is that the Tethered is one singular entity spreading itself slowly and steadily to influence other creatures. Its abilities are limited to whatever it can best mold each vessel into, but each separate creature is all part of one being. It claims to be ageless, timeless, having no beginning and no end, represented by its lack of core being and the physical connection each of the vessels under the Tethered share with one another. This being delights in hoarding information, and has made quite the collection over the several millennia it has spent out in space. The Tethered might be the universe's singular largest library of knowledge in existence, but access to it means submitting oneself to becoming a part of its ever-growing empire.
Perhaps the term that describes the Tethered best is a viral neural network. Those connected to the network experience a free flow of information streamed mentally between all of those connected, information the Tethered has witnessed over its time observing the universe alongside the thoughts and feelings of every being that is a part of the network. Independence does not exist here, arguments do not break out - every vessel thinks and feels as one. Their connection is entirely physical, however, and while it is unclear how long their physical tethers can stretch, it is assumed that there is some barrier that keeps the Tethered from stretching between celestial bodies. These tethers appear to be impervious to damage once the Tethered has established a secure and permanent connection with the vessel, and have been witnessed linking and unlinking from other tethers as they overlap and move.

Tethered Dragon. When a dragon submits to the Tethered, it becomes a horrible weapon for the Tethered to use on any strong-willed outliers who refuse to become one with it. Very few have had the willpower to stand the barrage of attacks that tethered dragons force upon their adversaries. While they have less ability to manipulate the minds of other creatures in the way that other powerful Tethered vessels can, they make up for it with sheer force and debilitating screeches that manifest as thousands of souls absorbed by the Tethered screaming as one. Oftentimes, tethered dragons are used as siege weapons against more powerful strongholds and cities to turn the massive populations of these locations against them.

Curse of the Tethered. The Tethered are always looking to expand their hive mind to anyone that connects to their network.  A creature that succumbs to this curse begins to undergo the horrifying transformation that turns them into a new vessel for the Tethered.
Pronouncement. The Tethered will always attempt to hide the presence of the curse, but tethered creatures will start to realize their thoughts being watched and new information fed into their minds subversively. This curse can only take effect on creatures who are tethered, a dangerous and risky maneuver on its own.
Burden. The character's mind becomes completely accessible to the Tethered, making them aware of the character's thoughts, mood, memories, class features, current hit points, and any levels of exhaustion they may have. Any deception checks the character attempts to make against the Tethered automatically fail. After their next long rest, the character's body starts to become semi-gelatinous and a sticky red mucus exudes from their pores, giving them advantage on checks and saves made against being grappled or restrained and disadvantage on attack rolls and strength based checks and saves. If the curse is not broken by the end of the character's next long rest, they are blinded (outside of the radius of their 60 ft. blindsight), deafened, and lose the ability to speak verbally as their face takes on the void-like quality of the Tethered, absent of all facial features. At this stage, the character's skin becomes a pale white and their limbs lengthen and distend awkwardly, and they also gain resistance to psychic damage as long as they remain cursed. If the curse is still not broken by the end of their next long rest, the character is permanently transformed into a Tethered under the DM's control. Nothing short of a Wish spell can bring them back after this.
Resolution. After being cursed, the tether on the character can still be broken as normal, but it will regrow and attach to the network if left alone for 1 minute. To prevent the reconnection, there must not be a gap that is 1 inch or larger between the character and the Tethered network. Then, and only then, will a remove curse spell sever the tie between the character and the Tethered, breaking the curse.

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