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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Bestiary

