Huge Dragon, Lawful Evil
Armor Class 20 (natural armor)
Hit Points 286 (22d12 + 141)
Speed 40 ft., Fly 80 ft.
STR
20 (+5)
DEX
20 (+5)
CON
25 (+7)
INT
20 (+5)
WIS
22 (+6)
CHA
18 (+4)
Saving Throws DEX +12, CON +14, WIS +13, CHA +11
Skills Arcana +8, History +8, Perception +13, Stealth +12
Damage Immunities Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed
Senses Blindsight 120 ft., Darkvision 120 ft., Passive Perception 24
Languages Common, Draconic, Sylvan
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

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

Actions

Multiattack. The dragon can use its Beguiling Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 4) bludgeoning damage.

Beguiling Presence. One creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Charisma saving throw or become charmed for 1 minute and is under the effects of the "Dominate Person" spell. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Beguiling Presence for the next 24 hours.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Psychic Scream. The dragon lets out a draconic shout in a 120-foot cone. Each creature in that area must make a DC 21 Intelligence saving throw, taking 67 (15d8) psychic damage and being knocked prone on a failed save, or half as much damage on a successful one.

Force Breath. The dragon emits a 60-foot sphere of force centered on itself. Each creature in that area must succeed on a DC 21 Constitution saving throw, taking 67 (15d8) force damage and being knocked prone 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 for 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.

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 21 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

The purple dragon is a cunning, scheming dragon with many tricks up its sleeve. This monster casts spells, bellows a draconic shout, and can also attack with its jaws and claws.

Magical Menace. This monster is one of the few dragons that can use magic. Purple dragons often like to toy with their prey, using their subtle spells before moving in for the kill.

Dragon Shout. The magical shout of a purple dragon can be heard from a great distance. Trees bend and the shout usually knocks over any creatures in its path.

Stealthy Surprise. For a creature its size, the purple dragon is surprisingly stealthy and has been known to emerge out of the shadows in the darkest caves and tunnels.

Lair and Lair Actions

A Purple Dragon’s Lair

Purple dragons dwell underground, making their homes in caves and caverns. They enjoy exploration and will make their homes inside vast networks of caves, which they then work to map out. 

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • The dragon shapes the stone of its lair. A 10-foot area of stone within the lair is changed as by the "Stone Shape" spell
  • Waves of psychic energy radiate through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Intelligence saving throw or take 5 (1d10) psychic 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.

  • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise, the effect is identical to the control weather spell.
  • Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.
  • Given days or longer to work, the dragon can mold the stone of its lair, forming structures and other objects as it wishes.

If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.

Habitat: MountainUnderdark

JoeVeblow

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