Huge Dragon, Lawful Evil
Armor Class 19
Hit Points 195 (17d12 + 85)
Speed
STR
23 (+6)
DEX
14 (+2)
CON
21 (+5)
INT
19 (+4)
WIS
16 (+3)
CHA
18 (+4)
Damage Resistances Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Damage Immunities Psychic
Senses Passive Perception 13
Languages --
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Innate Spell-casting (Psionics). The Brain Eater Dragon's innate spell-casting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate 1/ day each: dominate monster, plane shift (self only)

 

Actions

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

Bite: Melee Weapon Attack: +11 to hit, reach 10ft., one target.

Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.

Claw: Melee Weapon Attack: +11 to hit, reach 5 ft., one target.

Hit: 13 (2d6 + 6) slashing damage.

Tail: Melee Weapon Attack:+ 11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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 16 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.

Acid Breath (Recharge 5-6): The dragon exbales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

Tentacles: Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 15 (2dl0 + 4) 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: +11 to hit, reach 10 ft., one incapacitated humanoid grappled by the Brain Eater Dragon. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the Brain Eater Dragon kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5-6): The Brain Eater Dragon magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its

Legendary Actions

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

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 dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Extract Brain (Costs 3 Actions). Melee Weapon Attack: ++11 to hit, reach 10 ft., one incapacitated humanoid grappled by the Brain Eater Dragon. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the Brain Eater Dragon kills the target by extracting and devouring its brain.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

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.
  • Enter a description for a lair action.

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:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

PumpkinTyme331

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