Psychic Leech. At the start of each of the dragon’s turns, each creature within 15 feet of it must succeed on a DC 16 Wisdom saving throw or take 20 (2d10) psychic damage.
Shielded Mind. The dragon is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.
Creature Sense. The dragon is aware of the presence of any creatures within 60 ft of it if they have an Intelligence score of 6 or higher. It knows the distance and direction to each creature, as well as each one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Mindless Aura. For one round, all creature within 30 feet of the dragon have a disadvantage on intelligence rolls.
Multiattack. The dragon uses its mindless aura. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 28 (2d10+ 4) piercing damage.
Claw. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 24 (2d12 + 2) slashing damage.
Tail. Melee Weapon Attack: +5 to hit, reach 25 ft., one target. Hit: 18 (2d8 + 4) bludgeoning damage.
Mental Distortion (Recharge 5-6). the dragon exhales a thunderous purple gas in a 80 foot cone. all creatures in that area must make a DC 26 Intelligence saving throw or take 124 (22d6) psychic damage on a failed save and having a disadvantage on intelligence rolls for one round, or half has much damage on a save.
Devour Intellect. When the dragon is targeted with a magical attack from a creature with an intelligence score of 12 or higher, that creature has a -1 penalty on rolls that require intelligence. If that penalty reaches five, the creature has a permanent -5 penalty plus disadvantage on intelligence rolls.
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 dragon makes a Wisdom Perception check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 20 (2d6 + 10) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.
Description
An area of discomfort lingers around the unnerving intellect dragons, due to their taste for the minds of fallen adversaries.
Lair and Lair Actions
Intellect dragons tend to make there layers near a library, collage or a wizard's study, so there preferable choice of food is close by.
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:
- Up to 3 intellect devourers under the dragons control emerge out from a crevice or ravine.
- 1 mindflair is summoned in an unoccupied space that the dragon can see.
Regional Effects
The region containing a legendary intellect dragon’s lair is warped by the dragons intelligence, which creates one or more of the following effects:
- Water and produce within a mile of the dragons lair give any creature who consumes it an advantage on intelligence rolls for one turn.
If the dragon dies, these effects fade over the course of 1d4 days.
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