Amphibious. The hybrid can breathe air and water.
Legendary Resistance (3/Day). If the hybrid fails a saving throw, it can choose to succeed instead.
Magic Resistance. The hybrid has advantage on saving throws against spells and other magical effects.
Innate Spellcasting (Psionics). The hybrid’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:
At will: detect thoughts,[spell[levitate[/spell]
1/day each: dominate monster, plane shift(self only)
Multiattack. The hybrid can use its Frightful Presence. It then makes three attacks: one with its tentacles/extract brain and two with its claws.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 5(1d6+2) poison 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 hybrid's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 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.
Poison Breath (Recharge 5–6). The hybrid exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.
Tentacles. Melee Weapon Attack: +11 to hit, reach 15 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Large or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.
Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated creature of small to large size with a brain is grappled by the hybrid. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.
Mind Blast (Recharge 5–6). The hybrid magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) 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.
The hybrid 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.
Detect. The hybrid makes a Wisdom (Perception) check.
Tail Attack. The hybrid makes a tail attack.
Wing Attack (Costs 2 Actions). The hybrid beats its wings. Each creature within 10 feet of the hybrid must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The hybrid can then fly up to half its flying speed.
Description
A young dragon was driven insane and experimented on by a crazy exiled mind flayer and turned into this foul aberation. They have reacted in such a way to take on more mind flayer characteristics and gaining the ability to shape the world around it with its mind. They have now grown into an adult have become truly horrifying.
Lair and Lair Actions
This mad creature will make a home in dense forest as if were a normal adult green dragon. The hybrid's brash insistence upon living as if it were a normal creature will sicken neighboring dragons and the hybrid must remain vigilant against its enemies.
Lair Actions
On initiative count 20 (losing initiative ties), the hybrid takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the hybrid can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.
- A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the hybrid. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the hybrid uses this lair action again or when the hybrid dies.
- Magical fog billows around one creature the hybrid can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.
Regional Effects
The region containing a legendary mind flayer/green dragon’ hybrid's lair is warped by the their magic, which creates one or more of the following effects:
- Thickets form labyrinthine passages within 1 mile of the hybrid’s lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it’s in contact with the thickets or take 3 (1d6) piercing damage from thorns.
Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage. - Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon’s path.
- Rodents and birds who have no attachment to sentient creature within 1 mile of the dragon’s lair are dominated by it. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.
If the hybrid dies, the rodents and birds become free of domination. The thickets remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their thorns.
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