Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Vampire Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the Amethyst Dragon regains hit points equal to that amount. The reduction lasts 10 turns. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the Amethyst Dragon’s control..
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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 21 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.
Blood Breath (Recharge 5–6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 91 (26d6) necrotic damage on a failed save, or half as much damage on a successful one.
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 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
The foul stench of undead, roasted flesh and dried blood create a putrid combination, the dragons eyes glow a dark red hue that pierce into your very soul, no one knows how this abomination came to be, all we know is that it has created an army of undead and vampires.
Lair and Lair Actions
The Amethyst Dragon’s Lair
The Amethyst Dragon lairs in crypts or mass graves, unliving in areas they can amass an army of undead and/or vampires, or within the deep caves of dwarven mines that have collapsed and hold dead inside. Graves with dragonborn or dead dragons are prized lairs of the dragon, creating traps that kill intruders and growing the dragons army, dead surround the dragon as it sleeps.
With its hoard of undead well protected deep within the lair, the Amethyst Dragon spends as much of its time inside the lair as possible, furthering it's necromancy or spellcasting. The Amethyst Dragon enjoys flying above it's lair from which it can see out to all it has dominion over—and the wider world it seeks to enthrall.
Throughout the lair complex, undead servants wander, protecting the dragon’s hoard, vampires telling the glory and dominion of the dragon, the enemies it has reanimated, and the graves no yet conquered.
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:
- Blood erupts from a point on the ground the dragon can see within 100 feet of it, creating a 10-foot-high geyser. Each creature in the geyser’s area must make a DC 15 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
- An undead hoard approaches to defend the lair in a 40-foot radius around the dragon.
- Blood boils to form a hot pool in a 10-foot-radius circle centered on a point the dragon can see within 100 feet of it. The circle spreads around corners. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the pool must succeed on a DC 13 Constitution saving throw or take fire damage until the end of its turn.
Regional Effects
The region containing an amethyst dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Fauna and flora wither and die in a 6 mile radius.
- Water sources within 1 mile of the lair are changed to a reddish hue resembling blood.
- Undead within 1 mile of the dragon’s lair have a chance to raise as a skeleton.
If the dragon dies, these effects fade over the course of 1d10 days.
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