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Mindwyrm

Gargantuan dragon, neutral evil

Armor Class 19 (natural armor)
Hit Points 332 (19d20 + 133)
Speed 60 ft., fly 80 ft.

STR DEX CON INT WIS CHA
27 (+8) 14 (+2) 25 (+7) 16 (+3) 13 (+1) 21 (+5)

Saving Throws Dex +6, Con +13, Wis +7, Cha +11
Skills Deception +17, Perception +13, Stealth +6
Damage Immunities acid
Condition Immunities charmed, paralyzed
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
Languages Abyssal, Aklo, Common, Draconic, Dreamspeak, Giant
Challenge 18 (20,000 XP)

SPECIAL TRAITS

  • Innate Spellcasting (Psionic). The dragon’s innate spellcasting ability is Charisma (spell save 19, +11 to hit with spell attacks). The dragon can innately manifest the following spells, requiring no material components:
  • Dreamsight. The dragon can see the dreams of sleeping creatures.
  • Dream Terror. The dragon can utterly control any dreamscape it enters, shaping it to its will. When a creature’s lucid body dies in a dreamscape under the great wyrm’s control, that creature’s material body also dies. Also, magic can’t put the dragon to sleep.
  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
  • Special Equipment. The dragon has the following gear equipped:
    • 1. minor metamagic rod (maximize). While attuned to the rod, the dragon can use its bonus action to maximize a spell three times per day.
    • 2. staff of understanding (10 charges). The staff allows its user to cast comprehend languages, detect thoughts and tongues innately once per day.
    • 3. ring of psychic mastery. The ring grants advantage and disadvantage (as appropriate, dragon’s choice) on saving throws against all psionic attacks.
    • 4. belt of incredible dexterity +4. The belt grants +4 to the wearer’s Dexterity to a maximum of 20 (included, requires attunement).
  • Traumatic Spellcaster. Each time a target fails a saving throw or takes damage from the dragon’s spells it is affected by a dream spell.

ACTIONS

  • Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
  • Nightmare Talons. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage. This attack scores a critical hit on a 19 or 20.
  • Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
  • Change Shape. The dragon magically polymorphs into a humanoid, or back into its true form. Other than its size, its statistics are the same in each form. The dragon’s equipment transforms with him, which resizes appropriately. If the dragon dies, it reverts to its true form, and its equipment reverts to its normal size.
  • Terrifying 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 19 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. A creature that is frightened and fewer Hit Dice than the dragon, while frightened, the target must take the Dash action and move away from the dragon by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to the dragon, the creature can make a Wisdom saving throw. On a successful save, the frightened condition ends for that creature and it is immune to the dragon’s Frightful Presence for the next 24 hours.
  • Murky acid Breath (Recharge 5–6). The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.

REACTIONS

  • Rising Nightmare. As a reaction to killing a living creature the dragon casts phantasmal killer which rises from the body of the creature it just killed.

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.

  • Detect. The dragon makes a Wisdom (Perception) check.
  • Tail Attack. The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be forced prone. The dragon can then fly up to half its flying speed.

LAIR

A nightmare dragon sometimes lairs in the midst of great cities rife with the delicious dreams of the living, hiding itself within palaces of its servants and slaves, but more often they find comfort in ancient ruins where the lingering resonance of ancient thoughts and dreams lingers in their absence. On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • The dragon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
  • Dissonant whispers originate at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) psychic damage and the target must immediately use its reaction, if available, to move as far as its speed allows away from the dragon.

REGIONAL EFFECTS

The region containing a legendary nightmare dragon’s lair is warped by the dragon’s magic. If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.

  • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
  • The environment within 6 miles of the dragon’s lair takes on dreamlike quality – especially at night – with plants gaining strange brilliant and lumenscient hues.
  • Within its lair, the dragon can set illusory effects that mimic dejavu, such as soft music a creature heard as a child and strange echoes of a forgotten friend, so that they can be heard in various parts of the lair.
Section 15: Copyright Notice
Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham