Arcana +14, Deception +14, History +14, Insight +11, Intimidation +14, Perception +11, Persuasion +14 d20+14 d20+11
Truesight 120ft., Passive Perception 28
Spellcasting. The Draconoloth casts one of the following spells, requiring no material component or vocal components and using Intelligence as the spellcasting ability (spell save DC 20):
detect thoughts
dispel magic, dominate person, hold monster, regenerate
contagion, eyebite
counterspell
Hoard of Treasures. A hoard made up of gold and treasures surrounds the Draconoloth, with every space within 15 feet of the Draconoloth becoming difficult terrain for any creatures other than the Draconoloth itself. While one or more tentacles is implanted in the hoard, the hoard will move with the Draconoloth. When three or more tentacles are dislodged, the hoard increases in size from 15 feet to 20 feet surrounding the Draconoloth.
Hoard Tentacles. The maximum amount of targets that the Draconoloth can grapple is determined by how many of its tentacles are not currently rooted in the hoard, with the total amount of tentacles being six.
Legendary Resistance (4/Day). If the Draconoloth fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Draconoloth has advantage on saving throws against spells and other magical effects.
Negative Energy focus. Instead of using its movement in a turn, the Draconoloth can instead focus the unused energy into one spell from its spell list.
Tunneler. The Draconoloth can burrow through solid rock at half its burrowing speed and can leave a 20-foot-diameter tunnel in its wake.
Uncanny Senses. The Draconoloth can't be surprised unless it's incapacitated.
Multiattack. The Draconoloth makes one Bite attack and two Claw , two Tentacle Slam, or one Claw and one Tentacle Slam attacks.
Bite. Melee Weapon Attack: +14 to hit, d20+14 reach 15 ft., one target. Hit: 18 (2d10 + 7) 2d10+7 piercing damage plus 10 (3d6) 3d6 psychic damage.
Claw. Melee Weapon Attack: +14 to hit, d20+14 reach 10 ft., one target. Hit: 14 (2d6 + 7) 2d6+7 slashing damage plus 17 (5d6) 5d6 psychic damage.
Frightening Breath (Recharge 5–6). The Draconoloth exhales a wave of psychic dissonance in a 90-foot cone. Each creature in that area must make a DC 22 Intelligence saving throw. On a failed save, the creature takes 56 (16d6) 16d6 psychic damage, and until the end of its next turn, the creature is frightened and when the creature makes an attack roll or an ability check, it must roll a d10 and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects.
Spawn Hoard Mimic (1/day). The Draconoloth summons a Hoard Mimic and two Hoard Scarabs. Both creatures have the ability to move through difficult terrain caused by the hoard as if it was regular terrain.
Tentacle Slam. Melee Weapon Attack: +14 to hit, d20+14 reach 30 ft., one target. Hit: 14 (2d8 + 6) 2d8+6 bludgeoning damage plus 6 (2d6) 2d6 psychic damage. If the target is Medium or smaller, they are grappled (escape DC 15) and restrained until the grapple ends. The Draconoloth can only use this attack if one or more tentacles is released from the hoard. If every tentacle in play is grappling a creature and the Draconoloth uses this attack again, then it will release the grappled creature closest to the new target.
Tentacle Whip. Melee Weapon Attack: +14 to hit, d20+14 reach 90 ft., one target. Hit: 72 (16d8) 16d8 bludgeoning damage plus 8 (2d8) 2d8 psychic damage. The Draconoloth can only use this attack if one or more tentacles is released from the hoard. If every tentacle in play is grappling a creature and the Draconoloth uses this attack again, then it will release the grappled creature closest to the new target.
Uproot. The Draconoloth dislodges one of its tentacles from the hoard. Before the use of a tentacle slam attack, the uprooted tentacle will cause the Draconoloth to become prone. After a tentacle slam or tentacle whip attack is used, then the Draconoloth will lose its prone status. When three tentacles are dislodged, the Draconoloth will lose its proficiency in charisma saving throws, it will lose its immunity from psychic damage, instead gaining a resistance to psychic damage, and will lose its immunity to being frightened. When all six tentacles are dislodged, then the Draconoloth will lose its immunity to being charmed, it will lose any proficiencies towards charisma skills or saving throws, it will gain disadvantage against charisma saving throws and saving throws against being charmed and frightened, and it will become vulnerable to psychic damage.
Wondrous Treasures. If one or more tentacles are dislodged, then the Draconoloth can use its bonus action to wear one of the following magic items: the Ring of Invisibility, the Ring of Spell Turning, or the Talisman of Ultimate Evil. The Draconoloth can only take one magic item between tentacle slams or whips. If every tentacle is grappling a creature, then one target is released from their grapple and a magic item is taken from the hoard.
Legendary Action Uses: 3. Immediately after another creature's turn, the Draconoloth can expend a use to take one of the following actions. The Draconoloth regains all expended uses at the start of each of its turns.
Claw. The Draconoloth makes one Claw attack.
Tentacle Slam (Costs 2 Actions). The Draconoloth makes one Tentacle Slam attack.
Wondrous Treasures (Costs 3 Actions). The Draconoloth uses the Wondrous Treasures bonus action.
When a chromatic or gem dragon reaches a hoard of enormous size, they may eventually hear of yugoloths, fiends of immense wealth who use trickery and deception to get whatever they want. Through multiple different ways, such as a dragon seeking out this wealth in the lower planes, or by worshipping a yugoloth, a dragon can stumble upon a yugoloth, with the yugoloth granting a hoard to the dragon so large, that the coins at the bottom are compressed into metal bars. In exchange for this, a dragon must undertake the labor of inspecting and authenticating any treasure, magic item, or gold that is used in a yugoloth's contract. As compensation, it gets to keep some of the magic items and treasure that comes its way. Then, once the dragon agrees, they are transformed into a hulking, dark-scaled fiend known as a Draconoloth.
The Draconolith has no legs, instead, it has six tentacles that it uses to hold onto its most valuable portion of the hoard, acting as a sort of root system. Despite the predetermined role of a Draconoloth, most often create their own deals and organizations themselves. After all, a dragon's greed is already practically limitless, unless it is combined with the greed of a yugoloth, then it is literally limitless. The greed and intelligence of a Draconoloth go hand-in-hand, with cunning schemes granting the Draconoloth even more wealth. If it can be bargained or gambled, the Draconoloth will bargain or gamble it. Sometimes "it" is its own mortality. This beast loves a good competition, as long as its prize is worth the Draconoloth's trouble. Liars, manipulators, cheats, and scams, the Draconoloth will do anything for a quick buck -or coin. Some say that the Draconoloth's very power is drawn from the worth of the portion of the hoard they hold on to with their tentacles.
Carceri, Gehenna, Hades, Material Plane
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