Gargantuan Aberration, Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 546 (28d20 + 252)
Speed 40 ft., climb 40 ft., fly 80 ft.
STR
30 (+10)
DEX
10 (+0)
CON
29 (+9)
INT
18 (+4)
WIS
15 (+2)
CHA
23 (+6)
Saving Throws DEX +8, CON +17, WIS +10, CHA +14
Skills Perception +9, Stealth +7
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Deep Speech, Draconic
Challenge 25 (75,000 XP)
Proficiency Bonus +8

Legendary Resistance (3/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 three attacks: one with its bite and two with its claws.

Tentacle Bite. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 21 (2d10 + 10) piercing damage. If the creature is size large or smaller, it is grappled (escape DC 18) and must succeed on a DC 18 Intelligence saving throw or be stunned until the grapple ends.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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 21 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.

Mind Blast (Recharge 5–6). The brainstealer dragon magically emits psychic energy in a 90-foot cone. Each creature in that area must make a DC 18 Intelligence saving throw, or take 35 (6d8 + 7) psychic damage and 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.

Extract Brain. Melee Weapon Attack: +17 to hit, reach 5 ft., one incapacitated sentient creature Grappled  by the brainstealer Dragon. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the brainstealer dragon kills the target by extracting and devouring its brain. If a grappled creature is more than 5 ft. away, the Brainstealer must reel it to its mouth before using this attack.

Reel. The brainstealer dragon pulls a grappled creature up to 20 ft. to its mouth.

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.

Tentacle Bite Attack. The dragon makes a tentacle bite attack, without grapple (damage only).

Reel. The brainstealer dragon pulls a grappled creature up to 20 ft. to its mouth.

Tentacle Bite Grapple (Costs 2 Actions). The brainstealer dragon makes a tentacle bite attack, and grapples the target, causing the target to make a saving throw (read Tentacle Bite above).

Extract Brain (Costs 2 Actions). The dragon uses its extract brain ability.

Description

 

 

Lair and Lair Actions

Brainstealer Dragon's Lair

The Brainstealer Dragon's lair is typically in the Underdark, or some other dark and cold place, like dark caves. It can commonly be found in a lair from a city it has dominated, where the citizens are destroyed and/or thralls of cattle, the brains of whom the dragon feasts on.

Throughout the lair, some enslaved creatures, such as drow or dwarves can be found carrying out work for the brainstealer dragon. In some cases, the brainstealer dragon may direct them to defend the lair against would be attackers.

 

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:

  • 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:

    • A stalagmite falls from the ceiling from a point the brainstealer dragon can see within 120 feet, creating a 10-foot-radius of falling rock. Each creature in the area must make a DC 15 Dexterity saving throw, taking 27 (6d8) bludgeoning damage on a failed save, or half as much damage on a successful one. The area is filled with rubble and becomes difficult terrain.

    • A psychic blast reverberates, as an ear piercing warble, throughout the lair, around the brainstealer dragon in a 60-foot-radius. Each creature, other than the brainstealer dragon, must succeed on a DC 15 Intelligence saving throw, taking 18 (4d8) psychic damage and deafened for 1 minute on a failed save, or half as much damage on a successful save and the creature isn't deafened. The creature can repeat the saving throw each round to end the deafened condition.

    • The brainstealer dragon's thrall joins the battle. 2 creatures of the brainstealer dragon's thrall reveal themselves from some unseen area of the lair between 100 feet and 30 feet away from the brainstealer dragon. These creatures may be drow or dwarves, depending on the lair and thrall, but they should not have higher than a challenge rating of 1 each.

 

 

Regional Effects

The region containing a brainstealer dragon's lair have some of the following effects and changes:

  • All living sentient creatures within a 1 mile radius are most likely members of the brainstealer dragon's thralls and/or food sources, completely under the brainstealer dragon's control.
  • Paths leading up the lair will often have smooth half-pipe grooves, coated in mucus, in the walls and floor from the brainstealer dragon's large tentacles.

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

Monster Tags: abberation

Environment: MountainUnderdark

DatPillow

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