Huge Dragon, Neutral
Armor Class 17 (natural armor)
Hit Points 245 (20d12 + 100)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
25 (+7)
DEX
27 (+8)
CON
20 (+5)
INT
30 (+10)
WIS
30 (+10)
CHA
16 (+3)
Saving Throws STR +13, DEX +14, INT +16, WIS +16
Skills Perception +16, Stealth +20
Damage Resistances Force
Damage Immunities Psychic
Condition Immunities Charmed
Senses Darkvision 120 ft., Truesight 60 ft, Passive Perception 26
Languages Telepathy
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Innate Spellcasting (Psionics). The Psionic Dragon's innate spellcasting ability is Intelligence (spell save DC 24 spell attack bonus +16). It can innately cast the following spells, requiring no components:

At willdetect thoughts, eldritch blast / telekinesis 
1/day eachgreater invisibility / teleportation (self only)

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Psychicborne. The Psionic Dragon is immune to psychic damage and resistant to force damage. In addition, when a creature deals psychic or force damage to the dragon, it instead heals a number of hit point equal to the damage dealt. 

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: two with its claws and one to cast a spell.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: (2d8 + 7) bludgeoning damage.

Psychic Beam. Ranged Weapon Attack: +14 to hit, reach 60 ft, one target. Hit: (3d10) force damage + 10 psychic 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 20 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.

Psionic Blast (Recharge 5–6). The dragon emits a pulse of psionic energy from its third eye in a 60-foot cone. Each creature in the area must make a DC 18 Dexterity saving throw, taking (6d10) force damage on a failed save, or half as much damage on a successful one. Each creature in the area then must also make a DC 24 Intelligence saving throw, taking a further (6d10) psychic damage on a failed save, and half as much on a successful one.

Legendary Actions

The Psionic 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.

Extract (Costs 2 Actions). The Psionic Dragon can choose to use this action when a creature within 30 feet of it falls unconscious. The dragon can then begin to extract the creature's psionic energies, memories, thoughts, and their metaphysical mind itself. It cannot take any actions, bonus actions, reactions, or legendary actions until the beginning of its next turn. At the beginning of the dragon's next turn the target creature automatically fails a death saving throw and the Psionic Dragon becomes empowered. It is now able to cast the spells telekinesis and teleportation. If the target creature heals any number of hit points or the dragon falls unconscious before its next turn then the action fails.    

Psychic Beam. The Psionic Dragon fires a white beam of psionic energy from its third eye towards a creature. The dragon attacks with its Psychic Beam. 

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 22 Dexterity saving throw or take (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

Psionic Dragons are a rare breed, somewhat isolated from both their Chromatic and Metallic counterparts. Their scales appear as a pale purple, pink, blue, green, or a combination of any of the aforementioned colours. Each Psionic Dragon is the same in its abilities with no distinctions being made based on visible appearances. 

These dragons can be identified by their third eye and lack of jaws. Psionic Dragons do not need to eat in the conventional sense. They instead feed off the metaphysical and psionic properties of other creatures, using their own psychic mastery to extract such energies for mental digestion. 

They are also known for their strange and elaborate horns which vary across each dragon. They tend to have somewhere between six to nine horns often appearing as the same colour as their scales, albeit far darker. These horns commonly appear as either swept back or curling upwards in a crown-like formation. 

Beyond these details, not much else is particularly unconventional about these dragons. Their wings are typical with black, fleshy membranes and they possess two smaller tails beside their primary one. 

Psionic Dragons are relatively alien in their behaviours. They are neither friendly nor hostile, but are instead simply indifferent towards other creatures. They make their lairs wherever suitable, meaning Psionic Dragons can be encountered potentially anywhere. They do not tend to venture out of their lairs often, choosing to remain recluse and solitary. However, when they must venture out to feed they do so surreptitiously with an uncanny silence. Psionic Dragons are in no way anti-social, and may be willing to have a conversation with a creature should they not view them as food.

Alternatively, a Psionic Dragon may act hostile towards a group of adventurers that discover it, however it will not attack them because it is evil. Instead, it will be because the dragon is starved and party are regarded as food. The only circumstance in which a Psionic Dragon may act immediately hostile towards a creature is when it encounters one of great psionic potential, as it will consider them a delicacy which must be consumed. 

When engaging in battle, Psionic Dragons are clever and tactical. They do not seem to grasp the concept of honour and will instead do whatever they must to survive. However, these dragons do seem uneducated in a social context and struggle to understand personal motives. It is entirely possible that a Psionic Dragon may murder and absorb the energies of the most psychic member of an adventuring party, and then immediately return to having a conversation with the other members as if nothing had happened.

These dragons do not seek out wealth, but instead seek to hoard psionic energy within themselves which they extract from other creatures. When a Psionic Dragon becomes potent enough it may attempt to manifest a large portion of its psychic energy external to its body. This energy consolidates into itself birthing an infant Psionic Dragon who will leave their parent in search of its own lair and food source so that it may repeat the same asexual cycle.      

Lair and Lair Actions

A Psionic Dragon’s Lair

Psionic Dragons make their lairs wherever is appropriate. Their strange biology means there is no location they particularly require for a lair. It is rare to encounter a Psionic Dragon's lair, but they tend to be empty tunnels leading to a barren chamber wherein the dragon may be located. These lairs can be found in mountains, caves, or underground. Some Psionic Dragons have been known to establish lairs within the Underdark also.

Needing a reliable food source, Psionic Dragons will establish their lairs near settlements such as villages or cities. Occasionally, they will silently fly over, remaining invisible, and extract the minds of sleeping citizens. 

With no hoard to protect, Psionic Dragons do not set up traps or defences for their lairs, trusting themselves to be good enough guards as they are. Psionic Dragons are also not tied to their lairs, so if they feel the need to flee then they will.  

Regional Effects

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

  • Plant life within 6 miles of the dragon’s lair change colours to reflect those of the dragon's scales.
  • Water sources within 3 miles of the lair provide a +1 to intelligence when drunk from. 
  • Creatures within 1 mile of the lair gain a temporary psionic boost. 1/day a creature may add their intelligence bonus to an attack roll, ability check, skill check, or saving throw. 

If the dragon dies, these effects fade over the course of 1d10 days.

Habitat: ArcticDesertForestHillMountainUnderdarkUnderwaterUrban

Gigamind

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