Page 80 - Monster Manual Expanded III Dragonix
P. 80

An Illithidragon's Lair                                  the effect ends, the creature reappears in the space it left or in
                                                                 the nearest unoccupied space if that one is occupied.
        An illithidragon's lair is always underground, and often within the
        deepest regions the Underdark. The illithidragon makes its lair in
                                                               Regional Effects
        great stalactite-filled cavern complexes with twisting tunnels. Its
                                                               The region containing a legendary illithidragon’s lair is warped by
        main den where it keeps its treasure hoard usually has chambers
                                                               the illithidragon’s magic, which creates one or more of the follow-
        at varying heights, with at least four or more means of egress.
                                                               ing effects:
          The illithidragon keeps enslaved humanoids such as derro, dire
                                                               •  Whenever a creature sleeps or enters a state of trance within 6
        corbies, and quaggoths to patrol its lair's outermost passages and
        forms partnerships with more powerful creatures such as ropers   miles of the illithidragon’s lair, it experiences a haunting night-
                                                                 mare and wakes up, its rest interrupted.
        to guard its lair's inner areas.
                                                               •  Non-evil creatures within 6 miles of the illithidragon’s lair ran-

                                                                 domly hear whispered voices in their heads.
        Lair Actions
                                                               •  Plants, fungi, and animals within 1 mile of the of the illithidrag-
        On initiative count 20 (losing initiative ties), the illithidragon takes
                                                                 on’s lair have twisted, aberrant forms and tentacles.
        a lair action to cause one of the following effects; the illithidragon
        can’t use the same effect two rounds in a row:         If the illithidragon dies, the vermin lose their supernatural link
        •  The illithidragon casts telekinesis (no components required)   to it. The giant fungi remain, but within 1d10 days, they become
          While maintaining concentration on this effect, the illithidragon   mundane fungi and normal difficult terrain, losing their toxicity.
          can’t take other lair actions.
        •  One creature the illithidragon can see within 120 feet of it must
          succeed on a DC 13 Wisdom saving throw or be charmed by the   Juvenile Illithidragon
          illithidragon as if the dragon had cast dominate monster on it.
          The effect ends on initiative count 20 on the next round. When   Large aberration (dragon), lawful evil
                                                                Armor Class 17 (natural armor)
         Illithidragon Wyrmling                                 Hit Points 75 (10d10 + 20)
                                                                Speed 40 ft., climb 30 ft., fly 80 ft., swim 30 ft.
         Medium aberration (dragon), lawful evil
                                                                    STR           DEX           CON           INT           WIS           CHA
         Armor Class 17 (natural armor)                                16 (+3)       12 (+1)      14 (+2)      17 (+3)      13 (+1)      13 (+1)
         Hit Points 33 (6d8 + 6)
         Speed 30 ft., climb 20 ft., fly 60 ft., swim 20 ft.    Saving Throws Dex +4, Con +5, Int +6, Wis +4
                                                                Skills Deception +4, Perception +7, Stealth +4
             STR           DEX           CON           INT           WIS           CHA   Damage Resistances psychic
                14 (+2)       12 (+1)      12 (+1)     16 (+3)      12 (+1)      12 (+1)  Senses blindsight 30 ft., darkvision 60 ft., passive Perception 17
                                                                Languages Deep Speech, Draconic, telepathy 60 ft., Undercommon
         Saving Throws Dex +3, Con +3, Int +5, Wis +3           Challenge 6 (2,300 XP)       Proficiency Bonus +3
         Skills Deception +3, Perception +5, Stealth +3
         Damage Resistances psychic                             Magic Resistance. The illithidragon has advantage on saving throws
         Senses blindsight 30 ft., darkvision 60 ft., passive Perception 15  against spells and other magical effects.
         Languages Deep Speech, Draconic, telepathy 30 ft.      Actions
         Challenge 3 (700 XP)         Proficiency Bonus +2
                                                                Multiattack. The illithidragon makes one Tentacles attack and two
         Magic Resistance. The illithidragon has advantage on saving throws   Claw attacks.
         against spells and other magical effects.
                                                                Tentacles. Melee Weapon Attack: +6 to hit, reach 10 ft., one
         Actions                                                creature. Hit: 10 (2d6 + 3) bludgeoning damage plus 4 (1d8) psychic
                                                                damage. If the target is Large or smaller, it is grappled (escape DC
         Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
                                                                14) and must succeed on a DC 14 Intelligence saving throw or be
         Hit: 7 (2d4 + 2) bludgeoning damage plus 2 (1d4) psychic damage.
                                                                stunned until this grapple ends.
         If the target is Medium or smaller, it is grappled (escape DC 12) and
         must succeed on a DC 13 Intelligence saving throw or be stunned   Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
         until this grapple ends.                               Hit: 8 (2d4 + 3) slashing damage.
         Extract Brain. Melee Weapon Attack: +4 to hit, reach 5 ft., one   Extract Brain. Melee Weapon Attack: +6 to hit, reach 5 ft., one
         incapacitated creature that has a brain grappled by the illithidragon.   incapacitated creature that has a brain grappled by the illithidragon.
         Hit: The target takes 22 (4d10) piercing damage. If this damage   Hit: The target takes 31 (7d10) piercing damage. If this damage
         reduces the target to 0 hit points, the illithidragon kills the target by   reduces the target to 0 hit points, the illithidragon kills the target by
         extracting and devouring its brain.                    extracting and devouring its brain.
         Innate Spellcasting (Psionics). The illithidragon's innate   Innate Spellcasting (Psionics). The illithidragon's innate
         spellcasting ability is Intelligence (spell save DC 13). It can innately   spellcasting ability is Intelligence (spell save DC 14). It can innately
         cast the following spells, requiring no material components:  cast the following spells, requiring no material components:
         At will: detect thoughts                               At will: detect thoughts, levitate
         Mind Blast (Recharge 5–6). The illithidragon magically emits   Mind Blast (Recharge 5–6). The illithidragon magically emits
         psychic energy in a 15-foot cone. Each creature in that area must   psychic energy in a 30-foot cone. Each creature in that area must
         succeed on a DC 13 Intelligence saving throw or take 12 (2d8 + 3)   succeed on a DC 14 Intelligence saving throw or take 21 (4d8 + 3)
         psychic damage and be stunned for 1 minute. A creature can repeat   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   the saving throw at the end of each of its turns, ending the effect on
         itself on a success.                                   itself on a success.


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