Huge Dragon, Chaotic Good
Armor Class 18 (natural armor)
Hit Points 180 (19d12 + 76)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
21 (+5)
DEX
12 (+1)
CON
19 (+4)
INT
15 (+2)
WIS
13 (+1)
CHA
15 (+2)
Saving Throws DEX +6, CON +9, WIS +6, CHA +7
Skills Deception +8, Perception +12, Stealth +6
Damage Immunities Psychic
Senses Blindsight 30 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.

Sunlight Hypersensitivity. The dragon takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Strafing. If the dragon is flying when it uses its breath weapon, it can add the area directly underneath its travel (since the start of its turn) to the area of the breath weapon.

 

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: 17 (2d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 5) slashing damage.

Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (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 15 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.

Psychic Breath (Recharge 5-6). The dragon exhales a psychic shockwave in a 50-foot cone. Each creature in that area must make a DC 17 Intelligence saving throw. On a failed save, a creature takes 45 (13d6) psychic damage and is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned.

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 13 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

A Purple Dragon’s Lair

The lair of a purple dragon is labyrinthine. It takes a special kind of explorer to keep from getting lost in one, but the dragon always remembers every nook and cranny. Many passages are dead ends that lead to traps. The love of a purple dragon for exploration is such that one may leave its lair for extended amounts of time before returning. Many will dominate or beguile servants to guard their hoards, and older dragons may learn spells or seek out artifacts (such as scrolls or like rituals) that allow them to quickly return to their lairs, should the need arise.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • The dragon moves up to half of its movement speed without triggering opportunity attacks.
  • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone
  • A cloud of darkness with a 30-foot radius originates from a point of the dragon's choosing that the dragon can see. It functions as if cast with the darkness spell.

Regional Effects

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

  • Any creature that attempts to take a long rest within 1 mile of the lair is afflicted with nightmares, and must make a Wisdom saving throw. On a failed save, that creature gains no benefit from the rest
  • Within 6 miles of the lair, navigation becomes more difficult in the labyrinthine tunnels. All creatures without proficiency in the Survival skill have disadvantage on ability checks to avoid becoming lost.
  • Rocky fissures within 1 mile of the dragon's lair form portals to the Shadowfell, allowing creatures from that plane to dwell nearby.

If the dragon dies, the magic carvings fade over the course of 1d10 days. The other effects end immediately.

Habitat: MountainUnderdark

The_Colonel11

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