Huge Dragon, Neutral Evil
Armor Class 18 (natural armor)
Hit Points 225 (18d12 + 108)
Speed 40 ft., Burrow 30 ft., Fly 80 ft.
STR
21 (+5)
DEX
10 (+0)
CON
23 (+6)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws DEX +5, CON +11, WIS +7, CHA +9
Skills Perception +12, Stealth +5
Damage Immunities Lightning
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

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: +10 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 5) piercing damage plus 5 (1d10) psychic damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 5) slashing damage.

Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 5) bludgeoning damage.

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 17 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.

Weapon Breath (Recharge 5–6). The dragon exhales lightning in a 90-­foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 24 (6d8) lightning damage and 24 (6d8) psychic damage on a failed save, or half as much damage on a successful one.

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 18 Dexterity saving throw or take 14 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

 

The region containing a purple dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Static Electricity lingers within the air. Those interacting with metallic objects within 1 mile of the Dragon regularly experience minor, harmless electric shocks. 
  • Those who spend extended time within the region of the Purple Dragon begin to experience the effects of paranoia. Possible side effects include: The feeling that you are being watched or someone is out to destroy you; The feeling that people 'are not who they say they are' or are lying; and not trusting others to perform simple tasks. 
  • When resting within the region of the dragon, creatures are plagued with nightmares and must make a DC 10 charisma saving throw, or for the next 24 hours, suffer disadvantage on Insight (Wisdom) checks. 
  • Animals flee the area. 

If the dragon dies, the lingering paranoia fades immediately, and the electric shocks abate within 1d10 days. Any wildlife returns within the week. 

Habitat: ForestUnderdark

TejaBoocock

Comments

Posts Quoted:
Reply
Clear All Quotes