Huge Dragon, Chaotic Evil
Armor Class 21 (natural armor)
Hit Points 207 (18d12 + 90)
Speed 40 ft., fly 80 ft., climb 40 ft.
STR
23 (+6)
DEX
12 (+1)
CON
21 (+5)
INT
16 (+3)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws DEX +7, CON +11, WIS +8, CHA +9
Skills Perception +12, Stealth +6
Damage Resistances Cold, Lightning
Damage Immunities Acid, Fire, Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic, Telepathy 120 ft.
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance. If the dragon fails a saving throw, it can choose to succeed instead.

Know Alignment (Good/Lawful). Abyssal Dragons are able to automatically detect if anyone in their presence within 120 feet are of Good or Lawful alignment.

Aura of Primal Emotion: Abyssal Dragons emotions are at their most raw and primal state. All Abyssal Dragons project one of the following emotions in a 60 foot radius.  All mortals(creatures that are not dragons, elementals, fey, constructs, or undead) must make a Wisdom saving throw (DC 21) at the beginning of each of their turns, or become afflicted by the emotion. If the auras of multiple Abyssal Dragons overlap, only the strongest takes effect, and if multiple Abyssal Dragons with the same power  have overlapping auras, those within them only need to save once to ignore both of them. This is considered a mind-affecting ability.

  • Anger: Effect is identical to the Rage spell.
  • Arousal: Effect is identical to the Charm Person/Monster spell(s).
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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) acid 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.

Smite Good. Twice per day, an Abyssal Dragon can make a normal attack to deal an additional damage equal to its HD total (maximum +20) against a good target.

Smite Law. As Smite Good, but against lawful target.

Abyssal Breath (Recharge 5-6). The dragon exhales a horrible gas in a 60 foot cone, infused with the madness of the blackest souls consigned to the Abyss. Each creature in the cone must make a DC 18 Wisdom saving throw, taking 6 (2d6) Wisdom damage on a failed save, and half as much damage on a successful one. This Wisdom damage can be healed with a Long Rest, Greater Restoration, or Wish spells.

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.

Acid Breath (Recharge 5-6). The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 56 (16d6) acid 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 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

Gluttonous and greedy, a purple dragon's eye sees all things other than itself to be food, treasure, or worthless.
A purple dragon's head is quite long and thin, yet its eyes are quite large, almost seeming as though they belong to another creature. A long crest emerges from the back of a purple dragon's head, and at the end of its tapering snout is a cluster of small horns. A young purple dragon's scales are a pale violet that darkens into a more dull purple as it ages.

Deep Dragons. A purple dragon values itself on its treasures, believing that the older it becomes, the more rightfully it can claim the treasures of the world as its own.
However, purple dragons are intelligent and cunning, more so than most believe. They know that most think them unintelligent gluttons, and they play the part until they can lure other creatures into traps, chasing prey to impassable chasms or into dead ends in tunnels.

Subterranean Riches. A purple dragon values purple gems, such as amethysts, viewing purple to be a regal and noble color. It also likes to possess elaborate jewelry and symbols of status, as they affirm it of its innate draconic superiority.

Lair and Lair Actions

A purple dragon finds sunlight displeasing, and so lairs as far beneath the earth as it can, choosing a natural cavern system or an abandoned (sometimes forcefully) underground fortress or mine as its lair.

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:

  • Jagged stalactites fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
  • 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 flash of acid originates around 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 Dexterity saving throw or take 10 (3d6) acid damage.
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:

  • Tremors are common within 6 miles of the lair.
  • Tunnels form within 1 mile of the lair that lead to dangerous places, such as chasms or magma flows.
  • Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Earth, allowing creatures of elemental earth into the world to dwell nearby.

If the dragon dies, these effects fade over the course of 1d10 days. Any tunnels remain where they are.

Habitat: Underdark

BalarRachi

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