Armor Class 22 Natural Armor
Hit Points 637 (29d12)
Speed 120 ft., Swim 60 ft., Walk 60 ft.
STR
30 (+10)
DEX
14 (+2)
CON
30 (+10)
INT
28 (+9)
WIS
28 (+9)
CHA
28 (+9)
Saving Throws STR +19, DEX +10, CON +19, INT +17, WIS +17, CHA +17
Skills Deception +17, Intimidation +17, Investigation +17, Perception +26, Stealth +11, Survival +17
Damage Immunities Acid
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight 30 ft, Darkvision 120 ft, Truesight 120 ft, Passive Perception 27
Languages Common, Draconic, Telepathy 100ft
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

Telepathy. The brainstealer dragon can talk to anyone within 100 feet of him

Legendary Resistance (4/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead.

Unusual Nature. The greatwyrm doesn't require food or drink.

Innate Spellcasting (Psionics). The brainstealer dragon's innate spellcasting ability is Intelligence (spell save DC 25). It can innately cast the following spells, requiring no components:

 3/day - suggestion, levitate, dominate monster, detect thoughts, astral projection, plane shift.

Actions

Mind Blast(recharge 5 -6). magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 25 Intelligence saving throw or take 22 (8d8 + 9) 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. Once the dragon uses this ability and stuns a creature, it cannot use it again for 1d4 rounds.

Tentacles. Melee Weapon Attack: +19 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 11) psychic damage. If the target is same size or smaller, it is grappled (escape DC 15) and if its medium or smaller must succeed on a DC 25 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +19 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 20d10 piercing damage. If this damage reduces the target to 0 hit points, the target dies of lack of brain.

Multiattack. The greatwyrm makes one tentacle attack or Extract Brain and two Claw attacks. You may only grapple once.

Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 11) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The Greatwyrm can have only one creature grappled this way at a time.

Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 11) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature's turn, The blue greatwyrm can expend a use to take one of the following actions. The blue greatwyrm regains all expended uses at the start of each of its turns.

  • Attack. The greatwyrm makes one Claw or Tail attack.

  • Wing Attack (Costs 2 Actions). The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 11) bludgeoning damage and be knocked prone. The greatwyrm can then fly up to half its flying speed.

  • Arcane Spear (Costs 3 Actions). The greatwyrm creates four spears of magical force. Each spear hits a creature of the greatwyrm's choice it can see within 120 feet of it, dealing 12 (1d8 + 8) force damage to its target, then disappears.

Description

You can add +2 to strengh and con the programme can't every number fits

Previous Versions

Name Date Modified Views Adds Version Actions
5/28/2025 12:15:59 AM
5
1
1
Coming Soon
nuuuuummbers

Comments

Posts Quoted:
Reply
Clear All Quotes