Huge Aberration, Lawful Evil
Armor Class 17 natural
Hit Points 370 (20d20 + 160)
Speed 30 ft.
STR
25 (+7)
DEX
14 (+2)
CON
26 (+8)
INT
28 (+9)
WIS
17 (+3)
CHA
22 (+6)
Saving Throws INT +16, WIS +10, CHA +13
Skills Arcana +7, Perception +6, Stealth +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Condition Immunities Blinded, Charmed, Frightened
Senses Blindsight 60, Darkvision 120 ft., Passive Perception 16
Languages Deep Speech, Telepathy 120 ft., Undercommon
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.

Innate Spellcasting (Psionics). The dragon’s innate spellcasting ability is Intelligence (spell save DC 19). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate (self only)

1/day each: dominate monster, plane shift (self only)

Legendary Resistance (3/day).  If the dragon fails a saving throw it can choose to make it instead.

 

 

Actions

Tentacles. Melee Weapon Attack: +15 to hit, reach 15 ft., one creature. Hit: 31 (4d10 + 9) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 19 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +15 to hit, reach 5 ft., one incapacitated humanoid grappled by the dragon. Hit: The target takes 82 (15d10) piercing damage. If this damage reduces the target to 0 hit points, the dragon kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5–6). The dragon magically emits psychic energy in a 30-foot radius. Each creature in that area must succeed on a DC 19 Intelligence saving throw or take 44 (8d8 + 8) 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.

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 19 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.

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. It regains spent legendary actions at the start of its turn.

Tentacles. The dragon makes one attack with his tentacles.

Extract Brain (Costs 2 Actions). The dragon uses Extract Brain.

Teleport (Costs 2 Actions). The dragon can teleport to a space it can see within 60 feet.  This does not provoke opportunity attacks.

 

Lair and Lair Actions

When fighting in its lair, the dragon can invoke the ambient magic to take lair actions.  On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • The dragon casts hypnotic pattern (no components required, Wisdom DC 19) at a point within 60 feet which it can see.  Creatures who fail the saving throw are under the effects of the spell until the end of initiative count 20 in the next turn.  Those who succeed on the saving throw are immune to this lair action for the next 24 hours.  The dragon cannot use this lair action again until it has used a different one.
  • Long, slimy tentacles emerge from the walls and attempt to grapple any creature within 20 feet of a wall forcing them to make a DC 19 Acrobatics or Athletics saving throw or be grappled until the end of initiative count 20 of the following round.  The dragon cannot use this lair action again until it has used a different one.
  • The dragon emits a psychic scream that assaults the minds of any number of creatures it chooses within 60 feet of it.  A target must succeed on a DC 16 Wisdom saving throw or take 7 (2d6) psychic damage.  The dragon cannot use this lair action again until it has used a different one.

Regional Effects

The region containing the dragon's lair is warped by its presence, which creates one or more of the following effects:

  • Mental communication (via telepathy, spells, etc.) does not function within 100 feet of the lair unless initiated by the dragon.
  • Any creature attempting to long rest within 500 feet of the lair will be haunted by terrible nightmares and gain no benefit from the long rest.
  • Unhinged minds become more easy to dominate.  Any creature suffering from a form of madness will have disadvantage on any Wisdom saving throws to resist the charmed condition.

 

Habitat: Underdark

Torodir

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