Dragon Mind Control. The dragon roars with a loud echoing anger, then all creatures that are at least 0.1 dragon must role a D90, if the creature roles anything below 10 then they lose full control over there body then for 5 of there own turns the dragon is in control of you, For Example the dragon can make you do really complicated stuff such as solve a puzzle or cast a spell but you do still keep your charisma and wisdom so those are the limits of your control unless it uses another one of its bonus actions to use this ability to tell you exactly what to do which cancels out your entire wisdom / charisma limits for 1 turn. after 5 turns you can role a D90 and D20 sanity save, if you get anything under a 40 or a 15 you fail the save and you role another D20 and what ever you role is how much your sanity goes down. after 20 turns of being controlled you role a sanity death saving throw with a D90, if you get anything below 60 then you die and you have 10 minutes to be resurrected. if the action is casted apon a npc the 20 turn thing does not apply to them in any way but they still take the damage if they cant successfully break threw the control. but if you are in being controlled then if you role a 15 and or a 40 on the saving throw you gain 50% control back.
Spellcasting. The Bewilderbeast is a 9-level spellcaster. Its spellcasting ability is 10 spell save DC 6, +5 to hit with spell attacks. The Bewilderbeast has following Warlock, Bard, Paladin spells prepared:
Cantrips (at will): Friends, Minor Illusion, Prestidigitation, Thunder Clap.
1st level (17 Slots): Unseen Servant, Protection From Evil, Cure Wounds, Devine Favor, Shield of Faith, Disguise Self, Earth Tremor, Feather Fall.
Legendary Roar. The Bewilderbeast's Legendary Roar has 2 effects, it can cause a creature to role a D20 Wisdom Saving throw or take 5D6 Mental, force and thunder damage, the Secound effect is that it can boost its strength by 5D6 For 1D5 Minutes.
Tusks. Tusks: +5 to hit, reach 150 ft., 10 targets. Hit: 15 (5d20 + 5) Force, Piercing damage.
Icey Breath. Icey Breath: +12 to hit, range 100/300 ft., 30 targets. Hit: 9 (9d20 + 3) Cold, Piercing damage.
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Reaction Name. Enter the description for your action.
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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
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Lair and Lair Actions
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Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
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Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
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If the [monster name] dies, these effects fade over the course of #d# days.