Huge Aberration, Lawful Evil
Armor Class 19 (natural armor)
Hit Points 220 (20d12 + 100)
Speed 40 ft., Fly 40 ft., Swim 40 ft.
STR
23 (+6)
DEX
14 (+2)
CON
21 (+5)
INT
21 (+5)
WIS
19 (+4)
CHA
24 (+7)
Saving Throws DEX +8, CON +11, INT +11, WIS +10
Skills Arcana +10, Deception +17, Perception +13, Persuasion +12, Stealth +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Deep Speech, Draconic, Telepathy 5 miles, Undercommon
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Actions

—Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its tentacles and two with its claws. Alternatively, the dragon uses reel, and makes an Extract Brain attack.

Tentacles. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 27 (4d10+7) psychic damage. If the target is Large or smaller, it is grappled  (escape DC 19) and must succeed on a DC 17 Intelligence saving throw or be stunned until this grapple ends. The dragon can have up to four targets grappled at a time.

Extract Brain. Melee Weapon Attack: +11 to hit, reach 5 ft., one incapacitated humanoid grappled  by the dragon. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the dragon kills the target by extracting and devouring its brain.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

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 17 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.

Reel: The dragon pulls each creature grappled by it up to 10 ft. straight toward it.

Mind Blast (Recharge 5-6). The dragon magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a  DC 17 Intelligence saving throw or take 55 (8d12+7) psychic damage and be Stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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. The dragon regains spent legendary actions at the start of its turn.

Tentacle. The dragon makes a tentacle attack.

Tail Attack. The dragon makes a tail attack.

Extract Brian (Cost 2 Actions). The dragon makes an extract brain attack.

Cast Spell (Costs 2 Actions). The dragon casts one of its innate spells.

Description

Like most illithids and their creations, brainstealer dragons have squid-like heads and brain-devouring maws. They possess white bloated eyes above the four tentacles drooping from their heads. Their draconic bodies are covered in small purple scales and their wings reduced to fleshy flaps of eldritch skin. The downside to their transformation is that their 'wings' are far less powerful, and so their flight is clumsy and more difficult compared to true dragons.

Lair and Lair Actions

Udrakions often dwell in deep underground caves near, but separate, from elder brain-controlled illithid societies. They control their own cities, separate from the elder brains, most likely at the epicenter or in nearby reservoirs of water deep enough to house them. They usually refuse to leave their lairs, preferring instead to have their illithid servants bring them food. They are however known for making war against other civilizations in the underdark near their lair.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
  • The dragon casts phantasmal force (no components required) on any number of creatures it can see within 60 feet of it. While maintaining concentration on this effect, the dragon can’t take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to the dragon’s phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected.
  • The dragon casts the wall of force spell, requiring no concentration.

Regional Effects

The region containing a legendary dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Non-illithid creatures within 5 miles of the lair experience strong headaches whenever they think about the udrakion.
  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.
  • Fog lightly obscures the land within 6 miles of the lair.

If the dragon dies, all lasting effects fade over 1d10 days.

Habitat: Underdark

odiousSovereign

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