Huge Dragon, Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 225 (18d12 + 108)
Speed 40 ft., Fly 80 ft.
STR
25 (+7)
DEX
10 (+0)
CON
23 (+6)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws DEX +6, CON +12, WIS +8, CHA +10
Skills Perception +7, Stealth +5
Damage Immunities Lightning, Necrotic
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

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

Has color changing scales, this gives them a +5 advantage on stealth checks.

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: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) 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 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 dragon's Frightful Presence for the next 24 hours.

Chain lightningRanged  Weapon Attack: +3 to hit, range 25 ft. 40 ft., one target. Hit: target makes DC 10 dexterity saving throw on a fail they take (4d10) lightning damage plus (8d10) necrotic damage, any creature within ten ft. of the target takes (3d10) lightning damage plus (3d10) necrotic damage.

 

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.

Necrotic Needles. ranged weapon attack  20 ft. 30 ft. dexterity  Hit: (12d4 ) necrotic damage.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

Purple dragons don't really have lairs but the do like to stay in a certain area, the most common are graveyards and places of death, but sometimes they will be found wandering.

If there bones or bodies in the area a Purple dragon is staying then the dragon can reanimate its corpse.

HermitCrab

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