Large Dragon, Chaotic Evil
Armor Class 21 (natural armor)
Hit Points 385 (22d20 + 154)
Speed 40 ft., fly 80 ft., swim 40 ft., burrow 40 ft.
STR
18 (+4)
DEX
26 (+8)
CON
25 (+7)
INT
18 (+4)
WIS
14 (+2)
CHA
21 (+5)
Saving Throws DEX +15, CON +14, WIS +9, CHA +12
Skills Deception +7, Insight +7, Perception +7, Stealth +17
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Blindsight 60 ft., Darkvision 120 ft., Tremorsense 120 ft., Passive Perception 27
Languages Common, Draconic, Telepathy 120 ft., Undercommon
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Amphibious. The dragon can breathe air and water.

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

Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Innate Spellcasting. The dragon’s innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no material components:

At will: Detect magicPlane shift (self only, between material plane and shadowfell)

Stone Camouflage. The dragon has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Multiple actions: Zz'Pzora's two heads each had their own distinct personality and were constantly at odds with eachother. This means that the dragon's actions act unpredictably, roll 1d4, 4 means that boths heads takes an action, 3 means the left head takes an action, 2 means the right head takes an action and 1 means that Zz'pzora is in disagreement with itself and takes no 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 4 (1d8) 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., multiple targets (in a curve). Hit: 15 (2d8 + 6) 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 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 (3-4 turns). Zz'pzora left head exhales psychotropic gas in a 60-foot cone. Each creature in that area must make a DC 22 Intelligence saving throw, taking 56 (16d6) psychic damage and becoming charmed by the dragon for 1 hour on a failed save, or half as much damage without being charmed on a successful one. 

While a target is charmed Zz'pzora left head  has a telepathic link with it as long as both are on the same plane of existence. Zz'pzora left head  can use this telepathic link to issue commands to the creature while the Zz'pzora is are conscious (no action required), which the target does its best to obey. Zz'pzora left head  can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from the Zz'pzora left head, it defends and preserves itself to the best of its ability. 

charmed creature can repeat the saving throw each time it takes damage, ending the effect on itself on a success.

Faerzress Breath (3-4 turns) Zz'pzora right head's breath weapon manifests as one of the following:

  • The dragon exhales a 60-foot cone of energy. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) force damage on a failed save, or half as much on a successful one.
  • The dragon expels a burst of blinding power in a 40-foot sphere centered on the dragon. Each creature other than the dragon within the sphere must make a DC 18 Constitution saving throw or be blinded  A lesser restoration spell or similar spell cures this effect.
  • The dragon forms its breath weapon into a blade of energy that makes two melee weapon attacks (+16 to hit, reach 10 ft., one target. Hit: 35 (10d6) force damage). The blade dissipates at the end of the dragon's action.

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 any class features or legendary actions of that form.

Legendary Actions

The dragon can take 4 legendary actions (2 per action), 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. The legendary actions it can take is dependent on the action roll (roll 1d4, 4 means that boths heads takes an action, 3 means the left head takes an action, 2 means the right head takes an action and 1 means that Zz'pzora is in disagreement with itself and takes no actions.)

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, also known as Deep Dragons, are among the rarest and most dangerous of the true dragons. Lurking miles beneath the surface, these dragons relentlessly explore the vast reaches of the Underdark. Deep dragons are master manipulators who seek to control other creatures through lies, misdirection and mental domination.

Zz'pora's most distinctive feature was her two, horned heads, the result of exposure to the faerzress of the Underdark. At roughly fifty feet in size, Zz'Pzora was smaller than most other deep dragons. Her scales were iridescent, glowing purple, and her wings were amethyst in color.

Lair and Lair Actions

Deep dragons live in caves, caverns, subterranean vaults, and other Underdark regions, where they remain safe from sunlight, which harms them. They can hear distant noises transmitted through rock and soil. Accustomed to the ways of the sound-distorting depths, a deep dragon can catch the sound of the merest cave cricket skittering up a wall on the far side of a vast cavern.

Because deep dragons like to explore, they can stray from their permanent lairs for great lengths of time. Older purples with sufficient resources seek scrolls that allow them to travel quickly between their lairs and the frontiers of their subterranean expeditions.

A deep dragon’s permanent lair is a honeycomb of rocky hollows connected by narrow, winding tunnels. Many tunnels lead to dead ends or traps and require real feats of exploration for anyone new to the lair to find a way through. Sometimes purple dragons make their lairs in the structures of previous Underdark residents, if the chambers and connecting hallways are elaborate enough for the dragons’ taste.

Deep Delvers. Purple dragons have a love of exploration and travel.  They spend most of their time exploring the endless depths of the Underdark and seeking out lore of exotic faraway places above ground where they dare not venture.  Though most of their time is spent getting further and further away from their lair, they always find their way back, following strong homing instincts to return to their hoard.

Puppet Masters. Purple dragons are incredibly intelligent.  They are masters at gathering and exploiting information to manipulate other creatures.  Unlike the green dragon, which manipulate through charm and force of personality, purple dragons do so through blackmail and cunning.  They are masters at analyzing other creatures, reading faces for tells, interpreting body language, and using their natural stealthiness to spy on targets.

Dark Shadows. Though they prefer the albino, sightless fish that populate the underground rivers and seas of the Underdark, they will hunt virtually any living creature they come across.  They prefer to stalk their prey, watching and waiting from the darkness, their dark coloration and sleek physique helping them to blend in with their surrounding, making them difficult to spot even for creatures with darkvision.

As with most natives to deep places, sunlight is a purple dragon's bane.  But that doesn't mean they confine themselves to the Underdark.  They leave it quite often, plane shifting to the Shadowfell.  Their psychic inclination and affinity for dark energies leaves them perfectly adjusted for travel through the Plane of Shadow.

Purple dragons often make their nests near areas infested with the undead, or lure them to their lairs in the hopes that their eggs might be influenced by the negative energy radiating from them.  Most often, it does, granting the next generation the ability to plane shift to the Shadowfell.  In some rare cases, the exposure to negative energy from undead gathered by its parent and the mutagenic faerzress energies of the Underdark causes a purple dragon wyrmling to hatch as a shadow dragon.

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:

  • Hallucinogenic fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. While the creature is charmed, the dragon has a telepathic link with it as long as the two creatures are on the same plane of existence. The dragon can use this telepathic link to issue commands to the creature while it is conscious (no action required), which the creature does its best to obey. The dragon can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from the dragon, it defends and preserves itself to the best of its ability
  • 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 no light, magical or otherwise can illuminate it. Creatures within the area are [Tooltip Not Found].  Creatures with blindsight, tremorsense or truesight, or that do not rely on sight are unaffected.
  • One creature the dragon can see within 120 feet of it must succeed on a DC 15 Strength saving throw or be moved up to 30 feet in any direction. During this forced movement, the creature ignores difficult terrain and can move through obstacles and other creatures, but it must end it's movement in an unoccupied space.

Regional Effects

The region containing a legendary deep dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Any creature which falls asleep within 1 mile of the dragon's lair is afflicted with terrible nightmares. Any creature that finishes a short or long rest within this area suffers 1 level of [condition]exhaustion[condition] on waking.
  • The caves and passageways of the Underdark seem to shift endlessly within 1 mile of the dragon's lair. A creature can spend its action to carefully examine their surroundings and attempt an Intelligence (investigation) check against the dragon's spell save DC. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.
  • Creatures within 5 miles of a deep dragon feel as if they are being followed, even when they are not

Habitat: Underdark

Drigan

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