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Brainstealer Dragon
Brainstealer Dragon
Brainstealer Dragon
STR - 16 +3
DEX - 12 +1
CON - 14 +2
INT - 16 +3
WIS - 14 +2
CHA - 14 +2
Actions
Multiattack.
The dragon makes two attacks, one with its claws and one with its
tentacles.
Claw.
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 12 (2d8 + 3) slashing damage.
Tentacles.
Melee Weapon Attack: +5 to hit, reach 10 ft., one creature.
Hit: 8 (1d10 + 3) psychic damage. If the target is medium or smaller, it is
grappled (escape DC 13) and must succeed on a DC 10 Intelligence
saving throw or be stunned until this grapple ends.
Extract Brain.
Melee Weapon Attack: +5 to hit, reach 5 ft., one incapacitated humanoid
grappled by the dragon.
Hit: The target takes 27 (6d8 ) piercing damage. If this damage reduces
the target to 0 hit points, the dragon kills the target by extracting and
devouring its brain.
STR - 20 +5
DEX - 12 +1
CON - 18 +4
INT - 18 +4
WIS - 16 +3
CHA - 16 +3
Traits
Multiattack.
The dragon makes three attacks, two with its claws and one with its
tentacles.
Claw.
Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
Hit: 14 (2d8 + 5) slashing damage.
Tentacles.
Melee Weapon Attack: +9 to hit, reach 15 ft., one creature.
Hit: 16 (2d10 + 4) psychic damage. If the target is large or smaller, it is
grappled (escape DC 15) and must succeed on a DC 14 Intelligence
saving throw or be stunned until this grapple ends.
Extract Brain.
Melee Weapon Attack: +9 to hit, reach 5 ft., one incapacitated humanoid
grappled by the dragon.
Hit: The target takes 44 (8d10 ) piercing damage. If this damage
reduces the target to 0 hit points, the dragon kills the target by extracting
and devouring its brain.
STR - 24 +7
DEX - 12 +1
CON - 22 +6
INT - 21 +5
WIS - 18 +4
CHA - 18 +4
Traits
Multiattack.
The dragon can use its frightful presence. It then makes three attacks,
two with its claws and one with its tentacles.
Claw.
Melee Weapon Attack: +13 to hit, reach 5 ft., one creature.
Hit: 14 (2d8 + 7) slashing damage.
Tentacles.
Melee Weapon Attack: +13 to hit, reach 15 ft., one creature.
Hit: 16 (2d10 + 5) psychic damage. If the target is huge or smaller, it is
grappled (escape DC 17) and must succeed on a DC 18 Intelligence
saving throw or be stunned until this grapple ends.
Extract Brain.
Melee Weapon Attack: +13 to hit, reach 5 ft., one incapacitated
humanoid grappled by the dragon.
Hit: The target takes 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.
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 18 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 creatures 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.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options
below. Only one legendary action can be used at a time and only at the
end of another creature’s turn. The dragons regains spent legendary
actions at the start of its turn.
Detect.
The dragon makes a Wisdom (Perception) check.
Tentacle Attack.
The dragon makes an attack with its tentacles.
Detect Thoughts.
The dragon casts detect thoughts.
STR - 28 +9
DEX - 12 +1
CON - 26 +8
INT - 30 +10
WIS - 20 +5
CHA - 20 +5
Traits
Creature Sense.
The dragon is aware of the presence of creatures within 1 miles of it that
have an Intelligence score of 4 or higher. It knows the distance and
direction to each creature, as well as each one’s Intelligence score, but
can’t sense anything else about it. A creature protected by a mind blanks
spell, a nondetection spell, or similar magic can’t be perceived in this
manner.
Actions
Multiattack.
The dragon can use its frightful presence. It then makes three attacks,
two with its claws and one with its tentacles.
Claw.
Melee Weapon Attack: +16 to hit, reach 10 ft., one creature.
Hit: 14 (2d8 + 7) slashing damage.
Tentacles.
Melee Weapon Attack: +13 to hit, reach 20 ft., one creature.
Hit: 21 (2d10 + 10) psychic damage. If the target is huge or smaller, it is
grappled (escape DC 19) and must succeed on a DC 20 Intelligence
saving throw or be stunned until this grapple ends.
Extract Brain.
Melee Weapon Attack: +13 to hit, reach 5 ft., one incapacitated
humanoid grappled by the dragon.
Hit: The target takes 66 (12d10 ) piercing damage. If this damage
reduces the target to 0 hit points, the dragon kills the target by extracting
and devouring its brain.
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 20 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 creatures 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.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options
below. Only one legendary action can be used at a time and only at the
end of another creature’s turn. The dragons regains spent legendary
actions at the start of its turn.
Detect.
The dragon makes a Wisdom (Perception) check.
Tentacle Attack.
The dragon makes an attack with its tentacles.
Detect Thoughts.
The dragon casts detect thoughts.
Lair Actions
On initiative count 20 (losing initiative toes), the dragon takes a lair
action to cause on elf the following effects; the dragon can’t use the
same effect two rounds in a row:
- The dragon emits an amplified psychic signal that confuses the sensory
information processed by creatures in a 20-foot-radius. A creature in the
area must succeed on a DC 13 Intelligence check or suffer from
brainlock until the end of its turn. Creatures suffering from brainlock are
incapacitated.
Regional Effects
The region containing a legendary brain stealer dragon’s lair is warped
by the dragon’s magic, which creates one or more of the following
effects:
- Creatures with an Intelligence score of 4 or more find that they are able
to communicate telepathically with one another. The dragon is able to
hear all mental communications.
- Cavern walls within 5 miles of the dragon’s lair are unnaturally smooth
and slick with a thin layer of moisture.
If the dragon dies, the cavern walls remain smooth, but other effects all
end immediately.