Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) thunder damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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 16 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.
Thunder Scream (Recharge 5–6). The dragon emits a very loud scream in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) thunder damage on a failed save, or half as much damage on a successful one.
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 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
The cunning predators of the Underdark, sonic dragons, also known as purple dragons, are dangerous loners, and the doom of any Underdark adventurer. Ever since they have been abandoned by Tiamat a long time ago, they were on their own in the unforgiving landscape of the Underdark. Now, these creatures are total loners, not even trusting one another. They attack at the first sight of any intruder to their territories and can't be reasoned with.
Naturally, their bodies evolved to fit the biome. They have slender bodies and sharp claws, and probably the most disturbing part is their large, white eyes. A translucent fin runs from their head to their tale, and they have a pointy, long mouth with no chin.
Lair and Lair Actions
The lone purple dragons reside as far away from civilization as possible, in the remotest parts of the Underdark. Shaped by the dragon's nature, their lair and the region around it actively blocks intruders from entering. The region of the dragon's lair is an especially dark and lifeless chain of twisting caverns that provide many spots to hide in.
The center of the region, usually in a spot reachable only by flight, the dragon's lair is placed. It's filled with stalagmites and stalactites on which the dragon can hang and which his breath can collapse on the player.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
- The dragon screams loudly. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone.
- A thunderclap originates 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) thunder damage and be deafened until the end of its next turn.
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:
- Within 6 miles of the dragon's lair tunnels tend to collapse, blocking passages and often being potential dangers for creatures. Each creature in the area of the collapse must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
- Within 1 mile of the dragon's lair, nonmagical lights are extinguished by strong winds.
- Screams and other loud sounds can be heard within 6 miles of the dragon's lair, giving disadvantage to Wisdom (Perception) checks that rely on hearing.
If the dragon dies, the sounds and winds stop immediately, and the tunnels keep on collapsing for 1d10 more days.
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