Aberration Origins. The dragon counts as both a dragon and an aberration for the purpose of favored enemies and abilities of the like.
Psionic Creature. The dragon has telepathy of 90 ft. and has developed 30 ft. of truesight rather than blindsight.
Fearsense. If one or more creatures are within the dragon's telepathic range and one or more creatures are frightened, the dragon knows its exact location and will begin hunting those creatures. This negates invisibility, blindness, or any ability that would disorient the senses. However, this only applies when a creature is frightened, and the moment they are no longer frightened, the dragon cannot detect them in this way.
Disturbing Display. As a free action, the dragon can make a Charisma (Intimidation) check against a target's Wisdom (Insight) check within 5 feet of itself. On a failed check, the target is frightened for 1 minute and can make a DC 17 Wisdom saving throw at the end of their turn to come out of the frightened condition.
Multiattack. The dragon makes three attacks: one with its bite or frightening bite and two with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) psychic damage.
Frightening Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage. The target must succeed a DC 17 Wisdom saving throw or be frightened for 1 minute and take 14 (4d6) psychic damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Shrieking Breath (Recharge 5–6). The dragon lets out a cacophonous sound made from every scream its ever drawn from an enemy in a 30-foot cone. Each creature in that area must make a DC 17 Wisdom saving throw, taking 56 (16d6) thunder damage and being stunned until the end of their next turn on a failed save, or half as much damage and frightened instead of stunned until the end of their next turn on a successful one.
Tongue Decoy. The dragon must take a full, uninterrupted minute to inflate several bladders at the end of its tongue to create the basic form of a creature. Once the process is completed, the dragon can maintain the inflated bladders indefinitely, and can dismiss the bladders in its tongue as a free action.
The inflated tongue takes the basic form of an animal or humanoid and can be inflated to be either Small or Medium. The form resembles the general silhouette of a creature, though closer inspection and a successful DC 17 Intelligence (Investigation) check can determine the true nature of the tongue. While inflated, the dragon can send its voice through the decoy, having advantage on any Charisma checks so long as it has not been revealed to be a tongue. The dragon's tongue can extend up to 90 feet from the dragon's body and it can fully extend its tongue as part of the process to inflate the bladders.
The dragon can move the inflated part of its tongue up to 15 feet at a time with an action. While extended, the inflated end of the tongue occupies space as a creature of the appropriate size, but the rest of the tongue doesn't impede or block movement in any way. The dragon's tongue are covered in small eyes, reminiscent of a starfish's eyes, and it perceives the area around the tongue using its truesight.
Attacking the tongue always grants advantage so long as the dragon is surprised or has not been made aware that its decoy has not worked. If the tongue takes any damage, it immediately deflates and remains out. The dragon must take a bonus action to recall the tongue and the dragon is considered surprised when the tongue takes any form of damage until it recalls the tongue. If the tongue is damaged in this way, the dragon must wait 1 day before using it again.
Consume Fear. The dragon absorbs the fear from any creatures within 30 feet of itself with the frightened condition. A creature effected by this effect has its frightened condition end early and they take 27 (6d8) psychic damage. The dragon gains temporary hit points equal to the psychic damage dealt.
Intrusive Thoughts. When the dragon is hit with a critical hit, it's psionic energy focuses on the creature that hit it and fills its mind with their worst fears to overwhelm their senses. The target must make a DC 17 Wisdom saving throw, the attacking creature gaining the frightened condition until the end of its next turn and being forced to reroll their attack at disadvantage on a failed save, or forcing the attack to become a normal hit on a successful save.







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