Gargantuan Dragon, Chaotic Evil
Armor Class 21 (natural armor)
Hit Points 385 (22d20 + 154)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR
27 (+8)
DEX
12 (+1)
CON
25 (+7)
INT
20 (+5)
WIS
17 (+3)
CHA
19 (+4)
Saving Throws DEX +8, CON +14, WIS +10, CHA +11
Skills Deception +11, Insight +10, Perception +10, Persuasion +11, Stealth +8
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Blindsight 60 ft., Darkvision 120 ft., Truesight 120 ft., Passive Perception 27
Languages Common, Draconic, Undercommon
Challenge 22 (41,000 XP)
Proficiency Bonus +7

Amphibious. The dragon can breathe air and water.

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

Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Innate Spellcasting. The dragon’s innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no material components:

At will: Detect Magic

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: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) psychic damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) 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 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.

Psychotropic Breath (Recharge 5–6). The dragon exhales psychotropic gas in a 90-­-foot cone. Each creature in that area must make a DC 22 Wisdom saving throw, taking 77 (22d6) psychic damage on a failed save, or half as much damage on a successful one.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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 or casts Detect Magic

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

Purple Dragons, also known as Deep Dragons, are among the rarest and most dangerous of the true dragons. Lurking miles beneath the surface, these dragons relentlessly explore the vast reaches of the Underdark. Deep dragons are master manipulators who seek to control other creatures through lies, misdirection and mental domination.

Lair and Lair Actions

Deep dragons live in caves, caverns, subterranean vaults, and other Underdark regions, where they remain safe from sunlight, which harms them. They can hear distant noises transmitted through rock and soil. Accustomed to the ways of the sound-distorting depths, a deep dragon can catch the sound of the merest cave cricket skittering up a wall on the far side of a vast cavern.

Deep dragons never venture from the deep recesses of the earth except, on occasion, to emerge in the Shadowfell. Some deep dragons take residence in the sunless realm, especially where rifts exist between worldly caverns and Shadowfell regions.

Because deep dragons like to explore, they can stray from their permanent lairs for great lengths of time. Older purples with sufficient resources seek scrolls that allow them to travel quickly between their lairs and the frontiers of their subterranean expeditions.

A deep dragon’s permanent lair is a honeycomb of rocky hollows connected by narrow, winding tunnels. Many tunnels lead to dead ends or traps and require real feats of exploration for anyone new to the lair to find a way through. Sometimes purple dragons make their lairs in the structures of previous Underdark residents, if the chambers and connecting hallways are elaborate enough for the dragons’ taste.

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:

  • Hallucinogenic fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. While the creature is charmed, the dragon has a telepathic link with it as long as the two creatures are on the same plane of existence. The dragon can use this telepathic link to issue commands to the creature while it is conscious (no action required), which the creature does its best to obey. The dragon can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from the dragon, it defends and preserves itself to the best of its ability.
  •  Magical darkness clouds the senses of all creatures which the dragon can see within 120 feet of it. No light, magical or otherwise, can illuminate the area, a creature with darkvision can't see through this darkness, and creatures inside the area are blinded.
  • One creature the dragon can see within 120 feet of it must succeed on a DC 15 Strength saving throw or be moved up to 30 feet in any direction. During this forced movement, the creature ignores difficult terrain and can move through obstacles and other creatures, but it must end it's movement in an unoccupied space.

Regional Effects

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

  • Any creature which falls asleep within 1 mile of the dragon's lair is afflicted with terrible nightmares. Any creature that finishes a short or long rest within this area suffers 1 level of exhaustion on waking.
  • The caves and passageways of the Underdark seem to shift endlessly within 1 mile of the dragon's lair. A creature can spend its action to carefully examine their surroundings and attempt an Intelligence (Investigation) check against the dragon's spell save DC. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.
  • Creatures within 5 miles of a deep dragon feel as if they are being followed, even when they are not.

Environment: Underdark

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