Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Special Breath. The Dragon has three unique breath weapons it can choose from. You must roll to gain them back collectively.
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 4 (1d6) fire damage and 4 (1d6) lightning 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 15 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 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.
Blazing Breath (Recharge 5-6). The Dragon exhales fire and lightning in a 60-foot cone. Each creature must make DC 21 dexterity saving throw, taking 31 (9d6) fire damage and 31 (9d6) lightning damage on a failure, or half as much on a success.
Blinding Breath (Recharge 5-6). The Dragon emits a flash in a 60-foot radius sphere centered on itself. Each creature must make a DC 21 Constitution saving throw, taking 35 (10d6) radiant damage on a failure, or half as much on a success. In addition, on a failed save, a creature is blinded for a number of turns depending on the light level. In bright light, a creature is blinded until the start of their next turn. In dim light, a creature is blinded until the end of the Dragon's next turn. In Darkness, a creature is blinded until it makes a successful Constitution save, DC 23, at the start of each of its turns.
Honed Breath (Recharge 6). The Dragon focuses its breath weapon into a sustained blade of burning energy which it can make 3 attacks with. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (5d6) radiant damage plus 17 (5d6) force damage.
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
The purple dragon, the product of an unholy matrimony between a red dragon and a blue dragon, retaining the most vile of personalities from their parents as well as their strengths. Horribly arrogant, purple dragons believe themselves to be the perfection of dragon kind, as a result of this, they are frighteningly charismatic, able to manipulate even the most strong willed of mortals. Additionally, they boast possibly the most unique breath weapon, a concentrated beam of plasma which they wield like a sword. For all their strengths however, there is a cost, they often lack any sort of immunity to fire or lightning that their parents boast, at most showing resistance in Adulthood. This makes them vulnerable to predation from their parents' species, often being seen as threats to their domain.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
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Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
- Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.
Regional Effects
The region containing a legendary Adult Purple Dragon’s lair is warped by the dragon's magic, which creates one or more of the following effects:
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The dragon can establish telepathic contact with any creature within 6 miles of its lair, provided that creature can understand a language. The dragon must know of the creature's presence in order to establish contact. Creatures that know of the dragon may also attempt to establish the link themselves, but the dragon does not have to respond.
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Intelligent creatures within 1 mile of the dragon's lair become more prideful, and more prone to resorting to aggression. Even very minor sleights may become a matter for immediate revenge. The purple dragon may diminish or reduce these effects on its own allies.
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Walls of force block off areas in the dragon's lair. Each wall is 6 inches thick, and a 10-foot section has AC 5 and 10 hit points, but can only be affected by force damage.
If the dragon dies, the force walls disappear immediately, and all other effects fade over the course of 1d10 days.
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