Huge Dragon (Chromatic), Typically Lawful Evil
Armor Class 20 Natural Armor
Hit Points 290 (20d12 + 160)
Speed 40 ft., Walk 40 ft., Climb 40 ft., Fly 80 ft.
STR
28 (+9)
DEX
12 (+1)
CON
26 (+8)
INT
18 (+4)
WIS
17 (+3)
CHA
22 (+6)
Saving Throws DEX +7, CON +14, WIS +9, CHA +12
Skills Deception +12, Perception +7, Stealth +7
Damage Immunities Fire, Lightning
Condition Immunities Charmed, Paralyzed
Senses Blindsight 60 Ft., Darkvision 240 ft., Passive Perception 19
Languages All
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Breath Control. The dragon has gained greater control of its breath weapon, unlocking a new type of attack. Both types use the same reservoir of plasma, so it must be recharged (on a 5 or 6) after using either form.

Legendary Resistances (3/day). If the dragon fails a saving throw, it can chose to succeed instead.

Actions

Multi-Attack. The dragon can use Frightful Presence. Makes 1 Bite attack and 2 Claw attacks. 

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., 1 target. Hit: 22 (2d12 +9) Piercing damage & 9 (2d8) Fire or Lightning Damage (whichever does more damage).

Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., 1 target. Hit: 18 (2d8+9) Slashing Damage.

Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., 1 target. Hit: 20 (2d10 +9) 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 20 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.

Breath Weapon (Recharge 5-6): The dragon now has two forms of breath weapon, Plasma Breath & Plasma Spear. Damage from a Purple Dragon's Breath weapon ignores Fire & Lightning Resistances, but not Immunities. 

Plasma Breath. All creatures in a 60-foot Cone or 120-Foot Line originating from the dragon must succeed on a DC 22 Dexterity Save or take 70 (20d6) Fire or Lightning Damage (whichever does more damage), or half as much on a successful save.

Plasma Spear. Ranged Magic Attack. +14 to Hit, reach 300/600 ft., 1 target. Hit: 70 (20d6) Fire or Lightning Damage (whichever does more damage). Ignores AC Bonus granted by cover (unless the cover is made of adamantine). Upon hit, the target must make a DC 22 Constitution Save, or their Hit Points will be reduced by the damage taken. This is permanent unless cured by magic, such as by the greater Restoration spell. Critical Hits will also sever a limb, if the target has any.

Blinding Pulse. All creatures who are within 60 feet of this dragon and who can see it, must make a DC 22 Constitution Save whenever it uses its Breath weapon or be blinded for 1d4 turns.

Change Shape. The dragon polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It will revert to its true form if it dies. Any equipment it is wearing or carrying is either 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, save for any class features or legendary actions the form may have.

Legendary Actions

The dragon can take 3 Legendary Actions. Only one action can be taken at a time. Legendary Actions can only be taken at the end of another creature's turn. Actions are regained at the start of the dragon's turn.

Command - The dragon bellows a command to one of its allies within 300 feet. The chosen creature can immediately take one action.

Tail Attack - Make a tail attack.

Wing Attack (Costs 2 Actions) - The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 18 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

Among the most sadistic of creatures that walk the realms, the cruelty of purple dragons seems to possess no limit. Their desire to spread far and wide is matched only by an unchecked avarice and hubris to rival any other dragon.

Notorious for extremely wide jaws and elongated, segmented spikes running from the base of the skull to the tip of their tails. At birth, a purple dragon’s scales are indigo in color. As they mature, the scales grow larger, thicker, harder, and darker. They will be completely violet by adulthood and will continue to darken the longer they live.

 

               Nocturnal Hunters. They feed on livestock and other large wild animals, as well as any humanoids foolish enough to settle near their lairs. What differentiates the purple dragon from others is its penchant for hunting at night, using their coloring as natural camouflage, keeping them hidden from their prey below them.

               Not so deep after all. Purple dragons are often confused with Deep Dragons as they are similar in appearance and have similar nesting habits. Both burrow into the ground and dwell in complex cave systems, however Deep Dragons typically burrow down to the Underdark, while purple dragons are still considered surface dwellers. It is possible that the first Deep Dragons were Purple Dragons that dug down and became acclimated to the Underdark, but as both species are so rare, this cannot be confirmed.

               Cunning Linguists. Neither the how or why is known, but all purple dragons are born with the ability to understand and be understood by any creature capable of verbal speech. As this passed down biologically, every purple dragon has this ability within moments of hatching from their egg. This ability is readily used to amass large followings of minions who will do their bidding for promises of power or other tangible rewards. It is said then where a purple dragon is spotted, there is also a network of criminals, spies, thieves, and others of ill-intent working on the dragon’s behalf. Many purple dragons consider these servants to be part of their collections and will have favorites among them.

               Family First. While not always the case, it is still quite common for purple dragon families to stay together. Because of this, couplings of purple dragons usually have few children and the ones they do have typically only leave the nest if there is a disagreement with the family. This tendency for remaining together makes purple dragons especially dangerous and is why hunting young purple dragons is almost universally seen as the height of idiocy.

Lair and Lair Actions

               Purple dragons make their homes deep in the rock of mountains and foothills. These lairs are complex systems of overlapping tunnels and caves that can run for miles, depending on the age, size, and number of dragons present. The most important aspect is that their lairs remain dark to maximize the blinding effects of their breath weapon. If stone too hard to dig through is encountered while building the lair, their breath weapon can melt rock at a rapid rate to allow them to keep digging. These lairs often have multiple entrances to allow the dragon to move around undetected. Each entrance is meticulously hidden and will usually be near a prairie or field with ample prey.

Lair Actions

On Initiative Count 20 (losing initiative ties), one of the following effects can be triggered; the same effect cannot be used two turns in a row:

  • Collapse Tunnel:
    • 20-foot radius, centered on a point within 120 feet of the dragon.
    • All creatures in the area must succeed on a DC 15 Dexterity saving throw. Failing results in being knocked prone and being restrained by falling rocks.
    • A creature can use its action to attempt a DC 15 Strength check to free itself or a pinned ally it can reach.
    • This may also open a new path, subject to the DM’s discretion
  • Escape into the Tunnels:
    • Dragon attempts to flee into one of the many interconnected tunnels of the lair
    • If no tunnel is easily accessible, it can smash a hole into a nearby wall to create a new opening it can move through to escape.
    • As part of this lair action, the purple dragon may also attempt a stealth check to remain hidden.
  • Smash Rocks:
    • Sunders the wall, causing jagged fragments of hardened rock that was previously melted by the dragon’s plasma breath to fly out.
    • 20-foot area that the dragon can see within 120 feet
    • All creatures in the area take 26 (4d12) piercing damage or half on a successful DC 15 Dexterity saving throw.

Regional Effects

The region containing a legendary purple dragon’s lair is warped by the dragon’s magic, creating one of the following effects:

  • Magical Darkness
    • The land within 1 mile of the lair is enshrouded in darkness.
    • Flames sputter to stay lit and natural sunlight seems muted.
    • All dim light is treated as darkness.
    • Creatures with Darkvision, in darkness, are treated as if they did not have Darkvision.
  • Creatures of the Deep Abound
    • Creatures typically only found in deep caves and underground lairs are more common
    • Examples: Basilisks, trolls, minotaurs
    • Undead are also more frequent, due to the dragon’s potential disruption of underground graves and catacombs
  • Awareness
    • Any creature weighing at least 10 ponds that walks on the surface within half a miles of the dragon’s lair can be detected by the dragon as though it has tremor-sense.

If the dragon dies, the darkness is immediately dispelled. The caves and tunnels will gradually fill in and collapse over the course of a year.

Habitat: GrasslandHillMountain

KyokoNightstorm

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