Huge Dragon, Neutral
Armor Class 18 Natural Armor
Hit Points 214 (18d12 + 106)
Speed 40 ft., Fly 75 ft., Climb 40 ft.
STR
22 (+6)
DEX
13 (+1)
CON
27 (+8)
INT
18 (+4)
WIS
17 (+3)
CHA
10 (+0)
Saving Throws DEX +7, CON +14, INT +10, WIS +9
Skills Arcana +10, Perception +11, Stealth +9
Damage Immunities Necrotic
Condition Immunities Charmed, Frightened
Senses Blindsight 60ft., Darkvision 200ft., Passive Perception 23
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.

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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) necrotic damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage. 

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) 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 19 Wisdom saving throw or become frightened and are vulnerable to necrotic damage 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 of Withering (Recharge 5–6). The dragon exhales black gas in a 60-foot cone. Each creature in that area must make a DC 21 Constitution saving throw, taking 63 (18d6) necrotic damage on a failed save, or half as much damage on a successful one.

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. 

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

A slight, thin, yet powerful type of dragon. Shiny purple scales lay flat and sleek against the slim bodies of these beasts. They have long tails and slim wings but, they can still fly and their weight is much less than most other dragons. They have the same fighting abilities of all other dragons but they tend to be peaceful due to their laziness, most of the time they let their thralls do their work for them. They usually don't involve themselves with others problems, mostly because they are simply uninterested in the affairs of others. They are not fond of others in their territory they will tolerate people passing through, but permanent residents? No thank you. 

Lair and Lair Actions

The dragons prefer to live on open plateaus 

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:

  • Necrotic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 20 Constitution saving throw or take 24 (6d6) necrotic damage 
  • All corpses rise as either zombies or skeletons (average corpse horde would consist of 20-50 corpses) this effect ignores all resurrection preventing spells/effects (gentle repose, etc.). All corpses raised gain their own initiative. 

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:

  • A large black, magic dome covers a mile around the lair of the dragon causing a darker atmosphere to be present at all times of the day.
  • Large amounts of undead of the DM's choice wander within 1 mile of the lair looking for offerings for the dragon.

 

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