Amphibious. The dragon can breathe air and water.
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.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 11 (2d10) lightning 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 20 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.
Lightning Breath (Recharge 5–6). The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
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 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Lair and Lair Actions
Purple dragons make their lairs in isolated places, employing humanoids and other lesser creatures to build its lair. These lairs often employ pitfalls and other dangerous areas that the dragon can teleport its victims to.
Thunderstorms rage around a legendary purple dragon’s lair, making ocean travel nearby almost impossible. A purple dragon will use its teleportation abilities to move employees and food to its lair.
If A purple dragon is impressed with its abode, it will take good care of it. Otherwise, it may rampage, destroying its own lair as well as any employees responsible for building the unimpressive lair. If a purple dragon likes its lair, it will only destroy it in an emergency. Otherwise, it tries to use its lair actions without causing significant destruction to the environment.
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:
- Lighnting strikes a creature that the dragon can see, passing through any obstacles or structures above it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) ligntning damage.
- A tornado of electrically charged raindrops swirl 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 stunned for 1 round.
- Lightning arcs, forming a 5-foot-wide line between a creature and a solid surface that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. The creature must succeed on a DC 15 Wisdom saving throw or be teleported to the other surface.
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:
- Thunderstorms rage within 6 miles of the lair, making ocean travel difficult.
- Any creatures attempting to approach the lair who are unwanted must roll a DC 20 Wisdom (Survival) check or be teleported away from the lair.
If the dragon dies, the thunderstorms abate within 1d10 days. Creatures will no longer be teleported immediately after its death.
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