Gargantuan Dragon, Neutral Evil
Armor Class 17 (natural armor)
Hit Points 453 (20d20 + 252)
Speed 60 ft., Fly 100 ft.
STR
30 (+10)
DEX
18 (+4)
CON
10 (+0)
INT
20 (+5)
WIS
18 (+4)
CHA
22 (+6)
Saving Throws DEX +12, CON +8, INT +13
Skills Perception +16, Stealth +7
Damage Vulnerabilities Force
Damage Resistances Cold
Damage Immunities Fire, Lightning
Condition Immunities Paralyzed
Senses Blindsight 60 ft., Truesight 100 ft., Passive Perception 30
Languages Common, Draconic
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

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

Innate Spellcasting. The dragon's spellcasting ability is Charisma(spell save DC 20, +19 to hit with spell attacks). The dragon has the following spells prepared:

(at will): flaming sphere,shapechange       

(3/day):fireball,lightning bolt

(2/day):summon elemental,wall of fire      

(1/day):immolation,delayed blast fireball,[Tooltip Not Found]

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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.

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.

Plasma Breath (Recharge 6). The dragon exhales plasma in a 160-foot Line that is 10-foot wide. Each creature in that area must make a DC 24 Dexterity saving throw, taking 101 (10d10+50) fire damage on a failed save, or half as much damage on a successful one. If on a failed save a creature is reduced to 0 hit-points it dies and its body is destroyed. Ignores Fire Resistance.

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.

Vent (Costs 2 Actions). The dragon regains its breath weapon and releases hot air, creatures within a 10-foot radius of the dragon make a DC 15 Dexterity saving throw, taking 10(5d4) and are Blinded until the end of the dragon’s next turn.

Description

The child of a red dragon and a blue dragon, purple dragons are the most psychopathic of true dragons,they delight in reducing creatures and things to ash and molten piles of nothing.Purple Dragons wear a crown of horns with two on the sides of their head and one sweeping back in the center similar to their red dragon progenitors. Purple dragons have rough protruding scales reminiscent of a demons armor and large majestic wings that look like the night sky, they faintly glow with a deep amethyst light at all times. When enraged or excited a purple dragon’s eyes dance with lavender static.Purple dragons will keep capable creatures around to serve them, until of corse they either out-serve their usefulness or the dragon becomes bored with them at which time the dragon will reduce them to ash.

A Purple Dragon’s Hoard 

A Purple dragon will collect anything of monetary value, but prefer works of art. They like fireproof artifacts, and items tha boost their destructive capabilities, the jewels of their hoard are always remenents of cities they have destroyed.

Lair and Lair Actions

A Purple Dragon’s Lair

Purple dragons like desolate locations such as deserts and ruins. A purple dragon likes to basque in the sun so wherever it makes its lair needs a clear view of the sky. Since they are not very good at digging they melt material into a suitable cave or hole, because of this their lairs are mostly made of glass, a purple dragon learns to use the glasses reflective property to confuse, disorient, and hunt intruders, this also allows them to bath in the sun without leaving their lair.

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

  • Refraction: The dragon lets out a burst of light that leaves all other  creatures blinded for 1 round on a failed DC 20 Constitution Saving Throw.
  • Positive Charge: Creatures in the dragon’s lair make a DC Dexterity Saving Throw (Creatures wearing or carrying metal have Disadvantage on this Saving throw) taking 19(2d8+10) lightning damage on a failed save.
  • Facture: The dragon destroys glass that falls in a 10-foot radius anywhere within the lair 31(5d6+15)piercing damage on a failed DC 15 Dexterity saving throw and half as much on a successful one.

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:

  • No clouds form overhead but lightning storms plague the area within 1 mile of the dragon’s lair.
  • Random spots become superheated turning stone and sand to glass.
  • Water becomes electrified and reaches its boiling point.

If the dragon dies, these effects fade over the course of 1d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
12/29/2023 3:16:54 AM
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Habitat: DesertUrban

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