| Mod | Save | ||
|---|---|---|---|
| STR | 25 | +7 | +7 |
| DEX | 16 | +3 | +8 |
| CON | 17 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 17 | +3 | +3 |
| WIS | 16 | +3 | +8 |
| CHA | 18 | +4 | +4 |
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Magic Resistance. The dragon has Advantage on saving throws against spells and other magical effects.
Multiattack. The dragon makes one Rend attack and either (A) one Tentacles attack or (B) a use of Extract Brain.
Rend. Melee Attack Roll: +12, reach 10 ft. Hit: 21 (4d6 + 7) Slashing damage.
Tentacles. Melee Attack Roll: +9, reach 15 ft. Hit: 9 (1d10 + 4) Bludgeoning damage plus 22 (4d10) Psychic damage, and if the target is Huge or smaller, it is Grappled (escape DC 22).
Extract Brain. Intelligence Saving Throw: DC 17, one creature within 30 feet of the dragon. Failure: 38 (7d10) Psychic damage, and until the target finishes a Long Rest or dies, its Proficiency Bonus is cumulatively lowered by 1. The dragon gains a cumulative +2 bonus to damage rolls. A creature whose Proficiency Bonus drops to 0 can’t form new thoughts or speak, and it has Disadvantage on attack rolls and d20 Tests. Success: Half damage, and the target's Proficiency Bonus is not reduced. Failure or Success: If this damage reduces the target to 0 Hit Points, the dragon kills it and devours its brain.
Mind Blast (Recharge 5-6). Intelligence Saving Throw: DC 17, each creature in a 60-foot cone. Failure: 52 (15d6) Psychic damage. Success: Half damage.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):
At Will: Command (level 2 version), Detect Thoughts, Fear
1/Day Each: Dominate Monster
Weaken Will. Trigger: A creature Grappled by the dragon makes a saving throw against one of the dragon's abilities. Response: The creature has Disadvantage on the saving throw.
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn , the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each its turns.
Frightening Presence. The dragon uses Spellcasting to cast Fear. The dragon can’t take this action again until the start of its next turn.
Dominate. The dragon uses Spellcasting to cast Command (level 2 version). The dragon can’t take this action again until the start of its next turn.
Pounce. The dragon can move up to half its Speed, and it makes one Rend attack.
Lair and Lair Actions
Brainstealer dragons usually reside within mind flayer colonies, but when they escape or their [monsters]elder brain[/condition] dies, a brainstealer dragon often settles in a dark, damp cave in the Underdark where its parasite can thrive.
The region containing an adult or ancient brainstealer dragon’s lair is warped by its presence, creating the following effects:
Scattered Mind. Intelligence and Wisdom ability checks to remember information are made with Disadvantage as the dragon's psionic presence muddles a creature's thoughts while within 1 mile of its lair.
Foul Water. Water sources within 1 mile of the lair are supernaturally fouled. A creature that drinks such water must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour.
If the dragon dies or moves its lair elsewhere, these effects end immediately.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/21/2025 8:09:07 PM
|
7
|
1
|
--
|
Coming Soon
|
Comments