Gargantuan Aberration, Lawful Evil
Armor Class 19 (natural armor)
Hit Points 444 (17d20 + 250)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR
25 (+7)
DEX
12 (+1)
CON
22 (+6)
INT
26 (+8)
WIS
18 (+4)
CHA
26 (+8)
Saving Throws STR +14, CON +13, WIS +11, CHA +15
Skills Arcana +10, Deception +12, Insight +7, Perception +12, Stealth +12
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Acid, Poison, Psychic
Condition Immunities Deafened, Exhaustion, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Telepathy 300 ft., Undercommon
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

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

Innate Spellcasting (Psionics). The mind flayer’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, suggestion, telekinesis

4/day: dominate monster

Actions

Multiattack. The dragonthrall can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (3d10 + 5) 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: +12 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 75 (14d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.

Frightful Presence. Each creature of the dragonthrall’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 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.

Breath Weapon (recharge 6). The dragon exhales it’s weapon in a 90- foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 66 (20d8) damage of the appropriate type (depending on the dragon’s variant before possession) on a failed save, or half as much damage on a successful one.

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.

Detect. The mind flayer makes a Wisdom (Perception) check.

Tail Attack. The mind flayer makes a tail attack.

Wing Attack (Costs 2 Actions). The dragonthrall beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

The dragonthrall is the pinnacle of the mindflayer’s plans for multiversal domination. Although dragon wyrmlings can be successfully infected by regular mindflayer tadpoles, a fully grown specimen is simply too large and powerful for a successful implanting of the colony. For this reason, there is only one course of action that the mind flayer’s find acceptable for their goals: drug the dragon or chain it down, rendering it unable to move while the most physically imposing minions of the hive saw open the skull off the dragon, lift the elder brain from it’s tank, and allow it to subsequently assume direct control.

Mind flayers treat the different dragon variants differently in their usage and procedures when implanting. Black, Blue, Green, and white dragons they treat with contempt and nothing more, the same goes for all of the metallic dragons. Red dragons however are considered considered the lowest of the low. These dragons sided with the Githyanki against the illithids, and therefore are kept fully awake and conscious as their craniums are punctured and sawed apart. The colony will always seek out red dragons for a host, due to this history as well as their superior battle prowess.

Once the dragon has been implanted, the colony will finally feel sure of itself enough to step out into the open.  With the dragonthrall backing it up, the colony will increase production of tadpoles, before stepping capturing as many implantable races as possible, relying on the dragons speed and strength to take enough humanoids to build an army before higher powers take notice. Each of the mindflayers will also begin building up their number of mind slaves, until the hive at last mobilises for war. The mind flayers have reached this final stage only once before, when elder brain Ak’hunaten’ten captured the body of an ancient gold dragon and succeeded in building an army consisting of thousands of mind flayers of every kind, and hundreds of thousands of thralls. Ak’hunaten’ten also successfully took hold of The Book Of Vile Darkness, granting it immense arcane ability. It took hundreds of years of war before it’s colony (the 113th hive) was defeated, and it was  sentenced to be destroyed by the council of the gods. If the illithid race was to capture another full grown dragon, the results would be disastrous. 

Habitat: Underdark

BasementBoys87

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