Legendary Resistance (3/Day). If the Enderbeast fails a saving throw, it can choose to succeed instead.
Multiattack. The Enderbeast can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 5 (1d10) fire damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the Enderbeast's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 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 Enderbeast's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6). The Enderbeast uses one of the following breath weapons.
Fire Breath. The Enderbeast exhales purple fire in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 55 49 (14d6) fire damage on a failed save, or half as much damage on a successful one.
Fireball Breath. The Enderbeast exhales a ball of purple fire that travels to a point within 120 feet of the Enderbeast. The ball then explodes and coats the ground in a 20-foot radius. The area remains coated in purple flames for 1d4 rounds. A creature that starts its turn in the area or enters the area for the first time during its turn must make a DC 19 Dexterity saving throw or take 24 (7d6) fire damage on a failure, or half as much damage on a success.
The Enderbeast 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 Enderbeast regains spent legendary actions at the start of its turn.
Detect. The Enderbeast makes a Wisdom (Perception) check.
Tail Attack. The Enderbeast makes a tail attack.
Wing Attack (Costs 2 Actions). The Enderbeast beats its wings. Each creature within 10 feet of the Enderbeast must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The Enderbeast can then fly up to half its flying speed.
Description
"This dragon of the end was just protecting its egg. Maybe, just maybe you're the one in the wrong." - Elin Gentleheart, Adventurer
End Dragon. Within its home dimension of the End, the Violet Enderbeast is the strongest creature. It heavily resembles other dragons but is unique in that only one Violet Enderbeast has been observed to exist at a time. It has many qualities of a dragon but is more bestial in nature, flying about its small island.
Guardian. Should the Violet Enderbeast be slain, the only portal out of the End will form, atop it resting the egg of the next Violet Enderbeast. The egg will teleport away from any who touch it. If given time, or a specific ritual is performed, a new Violet Enderbeast will be born, growing to adulthood in seconds.
Lair and Lair Actions
The Violet Enderbeast resides on a floating island located within the pocket plane known as The End. The island is marked by towers of obsidian with glowing gems atop them. The dragon seems to circle the island for reasons unknown.
The island has between 5 to 10 obsidian towers, each having a crystal atop them. Some crystals may reside inside metal cages to protect them, granting them cover.
The floating island is heavily populated by creatures known as Lank-Limed Enders that seem to ignore the Violet Enderbeast, the Enderbeast ignoring them as well.
Lair Actions
On initiative count 20 (losing initiative ties), the Enderbeast takes a lair action to cause the following effect:
- The nearest crystal within 60 feet of the Violet Endebeast fires a beam at the Enderbeast, healing it for 45 (10d8) hit points. The crystals can be destroyed, having an AC 12, 20 hit points, and immunity to poison and psychic damage. If a crystal is reduced to 0 hit points, it explodes, forcing all creatures within 20-feet of the crystal to make a DC 15 Dexterity saving throw, taking 14 (4d6) force damage on a failure, or half as much damage on a success.







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