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.
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.
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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. |
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Description
You can add +2 to strengh and con the programme can't every number fits
Previous Versions
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5/28/2025 12:15:59 AM
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Coming Soon
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