Armor Class 18 (natural armor)
Hit Points 127 (15d10 + 45)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR
19 (+4)
DEX
14 (+2)
CON
17 (+3)
INT
19 (+4)
WIS
17 (+3)
CHA
17 (+3)
Saving Throws DEX +5, CON +6, INT +7, WIS +6, CHA +6
Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +5
Damage Resistances Acid
Damage Immunities Psychic
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16
Languages Common, Deep Speech, Draconic, Undercommon telepathy 120 feet
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Amphibious. The dragon can breathe air and water.

Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.

Actions

Innate Spellcasting (Psionics). The 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, levitate

1/day each: dominate monster, plane shift (self only)

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the dragon. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the dragon kills the target by extracting and devouring its brain.

Mental Breath (Recharge 5–6). The dragon exhales mental energy resembling acid in a 30­-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Intelligence saving throw, taking 49 (11d8) psychic damage on a failed save, or half as much damage on a successful one.

Description

A mind flayer colony doesn't always create an elder brain dragon when it encounters a dragon. Perhaps it already has one, or maybe it's ruled by an ulitharid, and can't yet create one. For whatever reason, a colony can ceromorph a dragon, creating this terrifying monster. Take a dragon stat block in the Monster Manual or from another source, and make the following changes, any or all of which might cause changes in its challenge rating. The stat block here is a young black dragon ceromorph.

Alignment. The dragon's alignment is evil, with the same tendencies toward law or chaos.

Languages and Telepathy. The dragon gains telepathy out to a range of 120 ft. and learns Deep Speech and Undercommon.

Breath Weapon. As shown in the 'Actions' section, the dragon's breath weapon changes to a mental breath. Parts in bold are still subject to change.

Tentacles. The dragon grows slimy tentacles around its snout, giving it the extract brain and tentacles attacks of a mind flayer.

Creature Type. The ceromorph is now an Aberration.

Damage Resistances. The dragon is now immune to psychic damage and resistant to all previous immunities.

Ability Scores. Compare the dragon's ability scores with those of a normal mind flayer. Use the highest of both stats.

Amphibious. The dragon can breathe air and water.

Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.

Psychic Spellcasting. The dragon gains a mind flayer's innate spellcasting trait.

Skill Proficiencies. The dragon is proficient in all the skills and saving throws a mind flayer is.

Lair and Lair Actions

Black dragons dwell in swamps on the frayed edges of civilization. A black dragon’s lair is a dismal cave, grotto, or ruin that is at least partially flooded, providing pools where the dragon rests, and where its victims can ferment. The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and snakes infest the lair, which is filled with the stench of death and decay.

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:

  • Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
  • A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
  • Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Regional Effects

The region containing a legendary black dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.
  • Fog lightly obscures the land within 6 miles of the lair.

If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
11/10/2021 6:17:06 PM
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Monster Tags: Mind Flayeraberration

Habitat: SwampUnderdark

ResnepsNrobnogard

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