Legendary Resistance (3/day). If the Crater Crawler fails a saving throw, it can choose to succeed instead.
Alluring Slumber. The crater crawler emits a humming noise. All creatures within a 3 mile radius must make a DC10 Intelligence saving throw or become allured toward the crawler's lair. Those who remain close to the crawler's lair become overwhelmed with a wave of nostalgia, finding their fondest memories stolen. If a creature does not leave the lair within 3 days, it becomes a Crater's Thrall.
Tunneler. The crawler can burrow through solid rock at half its burrowing speed and can leave a 15-foot-diameter tunnel in its wake.
Spellcasting (Psionics). The crawler casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):
At will: Mage Hand, Minor Illusion
1/day each: Detect Thoughts, Dispel Magic, Invisibility, Major Image,
Multiattack. The crawler makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: 17 (2d10 + 6) Piercing damage plus 7 (2d6) psychic damage.
Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: 10 (1d8 + 6) Piercing damage plus 4 (1d6) psychic damage.
Beckoning Whisper. Ranged Weapon Attack: +11 to hit, 10ft radius. The crawler lets out a shriek. All creatures within a 10ft radius of its choosing must make a DC17 Wisdom saving throw or be forced to use their reaction to move their full movement speed toward the crawler.
Disorienting Breath (Recharge 5-6). The crawler exhales a wave of psychic dissonance in a 60-foot done. Each creature in that area must make a DC18 Intelligence saving throw. On a failed save, the creature takes 42 (12d6) psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d6 and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects.
Psychic Step. The crawler magically teleports to an unoccupied space it can see within 60 feet of it.
Unnatural Hungering. The crawler chooses one creature within range that previously failed a Beckoning Whisper save, and makes one Bite attack against it.
Immediately after another creature's turn, the crawler can expend a use to take one of the following actions. The crawler regains all expended uses at the start of each of its turns
Claw. The crawler makes one Claw attack.
Psionics (Costs 2 Actions). The crawler uses Psychic Step or Spellcasting.
Emerald Embers (Costs 3 Actions). The crawler creates a dancing mote of green flame around a creature it can see within 60 feet of it. The target must succeed on a DC 17 Dexterity saving throw or take 31 (9d6) fire damage.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the crater crawler takes a lair action to cause one of the following effects; the crater crawler can’t use the same effect two rounds in a row:
Beguiling Whisper. The crawler telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC15 Wisdom saving throw or be charmed by the crawler until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature.
Distort Perceptions. The crawler attempts to alter the perceptions of one creature it can see within its layer. That creature must succeed on a DC 15 Intelligence saving throw or take 22 (4d10) psychic damage and have disadvantage on saving throws until the start of its next turn.
Vanish. The crawler becomes invisible until initiative count 20 on the next round.
Regional Effects
The region containing a legendary crater crawlers’s lair is altered by the crawler's magic, which creates one or more of the following effects:
Crystal Profusion. Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of emerald gemstones.
Fiery Sight. Fire and lava within 6 miles of the lair become conduits for the crawler's psionic presence. As an action, the crawler can cast the clairvoyance spell, requiring no spell components and targeting any area of fire or lava in that region.
Subtle Obstruction. Rocks within 6 miles of the crawler's lair sometimes move of their own accord, usually when no one is watching. Often the rocks obstruct the approach to the emerald dragon's lair, with boulders moving to block narrow defiles, way-markers tumbling off the path, or smaller stones shifting beneath travelers' feet to send them tumbling down slopes or into rivers.
Thriving Wildlife. Giant lizards are attracted to the area within 6 miles of the lair and settle there in large numbers.
Amnesic Aura. Humanoids and other sentient creatures residing within 6 miles of the crawler's lair begin to lose specific memories of the people whom it steals away to feast on the memories of. They forget details relating to their relationship to the individuals, where they resided, and who they were. They do however preserve their memory of the individual's name and existence.
If the crawler dies, these effects fade over the course of 1d10 days. Rocks immediately stop moving of their own accrd. The existing abundance of crystals and emeralds remain, but new ones form at a normal rate.
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