Cave Walk. The dragon can move across and climb rocky surfaces without needing to make an ability check. Additionally, difficult terrain composed of soft bed rock or uneven ground doesn't cost it extra movement.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Amphibious. The dragon can both breath air and water.
Echolocation. The cave dragon can't use its blindsight while deafened.
Keen Hearing. The cave dragon has advantage on Wisdom (Perception) checks that rely on hearing.
Probing telepathy. If a creature communicates telepathically with the dragon, it learns the creature’s greatest fears and weaknesses if the dragon is less than 130ft away from the creature.
Innate spellcasting (Psionics). The blind cave dragon’s innate spellcasting ability is intelligence ( spell save DC 15). It can innately cast the following spells, requiring no components.
At will: detect thoughts, mind spider, discern lies and comprehend languages
1/day each: dominate person, dominate monster and weird
Multiattack. The dragon can use its Frightful Presence. It then makes 5 attacks : one with its bite, one with it’s Psionic roar, two with its claws and one final attack with its bladed tail.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 8 (1d8) necrotic and cold damage.
Psionic roar (Recharge 5-6). The dragon magically emits a 80-foot cone of energy in the form of a psychic roar. Each creature in that area range must succeed on a DC 15 or higher intelligence saving throw or take 22 ( 4d8+4) psychic damage and be temporarily paralysed for 1 hour.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing and necrotic damage .
Bladed Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) slashing and necrotic 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 14 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.
Toxic frost cloud (Recharge 5–6). The dragon exhales an cloud of icy necrotic gas in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold and necrotic damage on a failed save, or half as much damage on a successful one.
The dragon can take 4 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.
Psychic drain. One creature charmed by the dragon takes 14 (3d6+4) psychic damage and the dragon regains hit points equal to the damage the creature takes ( 4 actions)
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
A huge eyeless translucent beast whose appearance is a nightmarish form that combines all the worst Biological Traits of white,gold, green, black and fang dragons with the attitude to match. Some individuals of this breed of dragon are such cruel and sadistic creatures in personality that they make most chromatic dragons look like good guys by comparison, but most blind cave dragons are definitively neutrally evil in nature rather than being out right lawfully evil or chaotically evil.
Lair and Lair Actions
A blind Cave Dragon’s Lair
Blind cave dragons lair in dark caves and deep subterranean chambers in the underdark far from the sun. They favor deep cave trenches accessible only by flying, caverns in cliff faces, and labyrinthine narrow caves in clasped mines . Blind cave dragons love vertical heights in their caverns, flying up to the ceiling to latch on like bats or slithering down rocky crevasses.
A legendary blind cave dragon’s innate magic deepens the darkness of the area around its lair. caverns tunnels are overgrown with toxic fungus by the blind cave dragon’s presence. A blind cave dragon can often detect intruders by the way the Various echoes bouncing off the stone textured surface of its lair differ to each other in tone.
A blind cave dragon rests on high rocky shelves and cliffs in its lair, the floor around it a treacherous morass of broken caverns and stone, hidden pits, and steep slopes. As foes struggle to move toward it, the dragon flies from perch to perch and destroys them with its necrotic frost cloud breath.
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:
- Necrotic spore cloud fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) necrotic damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.
- The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies.
- The dragon creates an opaque wall of stone on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to acid damage, and immunity to fire, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.
Regional Effects
The region containing a legendary blind cave dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- toxic fog lightly obscures the subterranean land within 6 miles of the dragon’s lair.
- Toxic fungus grows uncontrollably within 6 miles of the dragon’s lair, sometimes forming thick toxic subterranean jungles when the dragon is at rest.
- Rock walls block off areas in the dragon’s lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to acid damage, and immunity to fire, cold, necrotic, poison, and psychic damage.
If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.
If the dragon dies, the necrotic fog and rampant fungus growth fade within 1 day. The rocky walls crack over the course of 5-10 years.
Previous Versions
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