Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Snake Form. As a bonus action the dragon can assume it’s serpentine (legless) form up to four times per day. This form is the same size as the dragon, but able to move through smaller tunnels because it has no legs. The dragon’s becomes 13 in this form. It's movement speed becomes at 30 ft., 10 ft flying., and 30 ft. swimming. It loses all claw attacks in this form, but can constrict opponents.
Humanoid Form. As a bonus action the dragon can assume a humanoid form up to four times per day. It can alter the size, shape, hue, and features of its bipedal form to resemble a human, elf (surface or drow), half-elf, dwarf, duergar, or any similar creature of Medium-size. If the dragon wears armor to improve its AC in this form, the armor is destroyed when the dragon changes shape again.
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.
Phasing. The dragon can move through other creatures and objects as if they were difficult terrain. It takes 16 (3d10) force damage if it ends its turn inside an object.
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) necrotic damage.
Claw (Dragon form only). 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.
Constrict(Snake form only). Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. If the dragon hits with this attack, the target creature is grappled (escape DC 18), the grappled creature automatically takes the above damage every round, on the dragon's turn, until the opponent breaks free or dies.
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.
Psychotropic Breath (Recharge 5-6). The dragon exhales a mind-harming necrotic vapor in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw. On a failed save the creature takes 56 (16d6) necrotic damage and is stunned for 1 minute, and the creature takes 7 (2d6) psychic damage at the start of each of its turns as long as it is stunned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save the creature takes half as much damage and is not stunned.
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
Purple dragons are known by some people as deep dragons, and are easily the least-understood and least-commonly encountered chromatic dragon species. Few surface dwellers know of their existance, and the few who have heard of them assume them to be myths. Unlike other chromatic dragons, purple dragons are very serpentine and sleek. They have thin, swept-back wings and long skulls balanced on long necks, allowing them to slink through subterranean tunnels with ease Purple dragon scales are a deep violet or indigo, and shine brightly like thousands of tiny amethyst gems when in light. But in the darkness of their subterranean tunnels, their scales appear dark and black.
Masterful Manipulators. Like green dragons, purple dragons are talented manipulators, capable of achieving this manipulation through lies, misdirection, and even direct mental domination. Depending on the dragon this domination may be realized through magic or the dragon's own innate abilities. Purple dragons seek control for a large number of reasons. Some simply delight in abusing their power, while others like to acquire groups of thralls for security, or even for expendable scouts to look into newly discovered (and potentially dangerous) tunnels.
Explorers of the Deep. Even more than manipulations, purple dragons love to explore. To a purple dragon, the surface world is but a small expanse compared to the great volumes of tunnels and caverns deep in the world. The subterranean world is packed with never-before-seen vaults holding untold treasures and discoveries. Their preferred treasures are maps and cartographic tools in addition to traditional wealth. The greatest find for a purple dragon is any place never before trod by sentient beings, or tombs and caves locked away for millenia. Such prizes are so valuable, that a purple dragon may bargain with humanoids who arrive with more information pertaining to such locations. The information would have to be very good, however, to convince the dragon not to simply dominate the individuals and send them down on its own terms.
Sunless Stalkers. Purple dragons have developed a particular sensitivity to sunlight, so much so that direct contact with it can burn their scales and flesh and potentially even kill them. For this reason, purple dragons almost never venture onto the surface, and rarely leave subterranean tunnels they call home. Though most purple dragons live in or around the Underdark, a few have been known to venture into the sunless realm of the Shadowfell. There they sometimes treaty with intelligent undead such as wraiths, and find permanent solace from the heat of the sun.
Preference for Seafood. Purple dragons lay their eggs in hidden caches near underground lakes or deep ocean grottos far from the light. They prefer a diet of seafood, favoring blind cave fish, crabs, or clams. When the urge to consume more intelligent prey comes over them, purple dragons will hunt kuo-toas and occasionally aboleths. When faced with outsiders, a purple dragon will wait as long as possible before pouncing, taking time to spy on its prey and get a sense of any potential weaknesses or abilities. When the decision is made to attack, the dragon surprises its prey from the darkness, stunning it with its breath weapon to make domination more easy.
Lair and Lair Actions
Purple dragons spend all of their time below ground, venturing ever increasing distances from their lairs to explore even deeper than before. A purple dragon's permenant lair is a honeycomb of rocky hollows connected by narrow, winding tunnels, with dozens of offshoots and emergency exits for the dragon to take advantage of if attacked. Many tunnels lead to dead ends or traps, requiring adventurers who spelunk into them to display impressive feats of exploration in order to navigate. Occasionally, a purple dragon will set up residence in some structure previously inhabited by some other creature of the Underdark. In order to be favorable, however, such lairs must be appropriately elaborate and complex. While busy exploring, purple dragons will rest in temporary shelters such as small caves or caverns. Many older dragons, skilled in the use of magic, go to great lengths to find scrolls which allow them to teleport instantaneously back to their lair whenever their adventures are complete.
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:
• The dragon makes a Claw attack against a single creature in range. On a hit the creature suffers the attack's normal effects, and must make a DC 19 Constitution saving throw. A creature that fails the save is thrown 25 feet in a direction of the dragon's choosing, and until the end of its next turn can move through other creatures and objects as if they were difficult terrain. A creature takes 11 (2d10) force damage if it ends this forced movement or its turn inside an object. If a creature is inside an object at the end of its next turn when this effect ends it is pushed to the nearest unoccupied space closest to where the creature first entered.
• The dragon targets a single creature within 10 feet that is stunned. The creature must succeed on a DC 19 Wisdom saving throw or be dominated by the dragon, ending the stunned effect on itself. The effect is otherwise identical to the dominate person spell and lasts until the dragon dies or the creature succeeds on the saving throw.
• Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Regional Effects
Though purple dragons are often missing from their lairs, their permanant homes can still have a negative effect on others around them. The region containing a legendary purple dragon’s permanent lair is warped by the dragon’s magic, which creates one or more of the following effects:
• Drow are drawn to the lair to worship the dragon and help protect it.
• Shadows envelop the areas within 6 miles of the lair, choking nonmagical sources of light; bright light from mundane sources is considered dim light, and dim light from mundane sources is considered darkness.
• A creature that attempts to take a long rest within 6 miles of the lair must succeed on a DC 15 Wisdom saving throw at the end of the rest, or else fail to receive the benefits of the rest as they are plagued by nightmares.
If the dragon dies, the choking darkness subsides and the drow abandon the lair, both within 1d10 days.
Creatures attempting to sleep in the area must now succeed on a DC 5 Wisdom saving throw in order to benefit from a long rest. This effect ends once the dragon's final resting place is purified, such as through a hallow spell.
Previous Versions
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