Huge Dragon, Neutral Good
Armor Class 15 (natural armor)
Hit Points 216 (18d12 + 108)
Speed 40 ft., Burrow 30 ft., Fly 80 ft.
STR
25 (+7)
DEX
10 (+0)
CON
15 (+2)
INT
16 (+3)
WIS
18 (+4)
CHA
24 (+7)
Saving Throws STR +12, WIS +9, CHA +12
Skills Perception +12, Stealth +5
Damage Vulnerabilities Cold, Force
Condition Immunities Prone
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 18
Languages Common, Draconic
Challenge 16 (15,000 XP)
Proficiency Bonus +5
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: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) 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 17 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.

Gravitational Crush (Recharge 5–6). The dragon manipulates gravity to quadruple your weight. Each creature in that line must make a DC 19 Stregnth saving throw, taking 66 (10d10) bludgeoning damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Gravity shaker. As a bonus action, once per day the Gravity dragon can flip gravity in its domain temporarily, this does not work if the main target is heavier than 300 pounds or if they are flying.

Reactions

Once per long rest it can shoot out gravity to stop all movment, must make a dc 19 strength saving throw or take 2d8 bludgeoning damage

Attack of opportunity. When a creature you can see leaves your range you can roll a basic attack on them.

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 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

a 15 by 15 Purple dragon that emits a purple energy from their body constantly, these dragons are very peaceful and are more of a protector than anything else, these dragons protect human and humanoid species. If you ever find one of these dragons do not worry for they will ask for a favor rather than a sacrifice, and if your favor is complete they will allow you to take from their hoard. and if you offer them something of value, you will get much more protection from them.

Lair and Lair Actions

Gravity dragons make their lairs in barren places, using their gravity to make their layer flat no matter where it is..

Clouds Circle around a legendary Gravity dragon’s lair, and narrow tubes of wind whip around, all the while avoiding the deadly sinkholes that are the dragon’s first line of defense.

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:

  • Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
  • A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded 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.
  • Gravitational fluxes, 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) bludgeoning damage.

Regional Effects

The region containing a legendary VIolet dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Clouds swirl withing 8 miles of their lair.
  • Tornadoes scour the land within 6 miles of the lair. A [Tooltip Not Found] has the statistics of an air elemental, but it can’t fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (−5).
  • Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6× 10 feet into the sinkhole.

If the dragon dies, the Tornados disappear immediately, and the Clouds abate within 1d10 days. Any sinkholes remain where they are.

Habitat: HillMountain

KaydenH22

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