Legendary Resistance (4/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: +17; to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) psychic damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage, and 8 (2d6 + 2) psychic damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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 22 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.
Psionic Breath (Recharge 5–6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 20 Intelligence saving throw, taking 12d8 Psychic damage on a failed save, or half as much damage on a successful one. If target fails its save by 5 or more it is stunned for 1 minute due to a mental break.
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.
Psychic blast (Costs 2 Actions). The dragon roars. Each creature within 15 feet of the dragon must succeed on a DC18 Intelligence saving throw or take 17 (2d6 + 10); psychic damage and be knocked prone by the psychic force.
Description
You feel a nagging feeling in the back of your head, as you turn to see a dragon, but different. Changed, it's in your mind, this large purple dragon with fleshy tendrils hanging from its mouth and its fleshy purple body, menacingly stares at you and opens its mouth. Pain, then its on top of you.
Lair and Lair Actions
A Purple Dragon’s Lair
Purple dragons lair in the deepest parts of the Underdark. Using the remains of a civilization they have destroyed or conquered with their mental abilities, as their base operation. The psionic presence in the lair enslaves the weak willed.
With its hoard well protected deep within the lair, the Purple dragon will look for other strong servants to add to its small army, to protect it vast wealth and to show strength on the rest of the Underdark.
Throughout the lair complex, trained servants train the new slaves to be better for the dragons army, telling the grim story of its life, the enemies it has enslaved, and the underground nations it has conquered.
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:
- Psychic aura erupts from a point on the ground the dragon can see within 120 feet of it, creating a 10-foot-high, 15-foot-radius aura. Each creature in the auras area must make a DC 15 Dexterity saving throw, taking 21(6d6) psychic damage on a failed save, or half as much damage on a successful one.
- A mental blast moves through the lair in a 60-foot radius around the dragon. Each creature other than the dragon in that area must succeed on a DC 15 Wisdom saving throw or be affected by the confusion spell.
- One creature the dragon can see within 120 feet of it must succeed on a DC 15 Intelligence saving throw or be banished to a demiplane where it is lost in a maze that the dragon creates within the targets mind(target is standing still as stunned). To escape, the creature must use its action to make an Intelligence check contested by the dragon's. If the creature wins, it escapes the maze. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature regains the ability to move like normal.
The region containing a legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Mind flayers capture more than kill within 6 miles of the dragon’s lair.
- Have a nagging feeling in the back of your head, like your being watched within 1 mile of the lair.
- Psconic auras randomly appear/disappear within 1 mile of the dragon’s lair, portals also form to the Astral Sea , allowing creatures from this plane to cross over into the Material Plane.
If the dragon dies, these effects fade over the course of 1d10 days.
Comments