Mod | Save | ||
---|---|---|---|
STR | 21 | +5 | +5 |
DEX | 14 | +2 | +7 |
CON | 20 | +5 | +10 |
Mod | Save | ||
---|---|---|---|
INT | 12 | +1 | +1 |
WIS | 16 | +3 | +8 |
CHA | 18 | +4 | +9 |
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Fog Cloud (level 2 version) or (B) Haze Breath.
Rend. Melee Weapon Attack: +10, reach 10 ft. Hit: 13 (2d6 + 5) Slashing damage plus 4 (1d8) Fire damage.
Blackfire Breath (Recharge 5–6). Dexterity Saving Throw: DC 17, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 54 (12d8) Fire damage. Success: Half damage. If the line passes through a Fog Cloud, the blackfire ignites the fog, ending the spell and spreading the breath weapon's area to its radius.
Haze Breath. Constitution Saving Throw: DC 17, each creature that isn't currently affected by this breath in a 60 foot Cone. Failure: The target subtracts 3 (1d6) from its Wisdom and Dexterity-based D20 Tests. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):
At Will: Detect Magic, Fear, Fog Cloud (level 2 version)
1/Day each: Confusion, Contagion
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
Lethargic Smoke. Constitution Saving Throw: DC 17, one creature the dragon can see within 120 feet. Failure: The target suffers the effects of the spell Slow. The dragon can't take this action again until the start of its next turn.
Frightful Presence. The dragon uses Spellcasting to cast Fear. The dragon can't take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Lair and Lair Actions
Dark magenta dragons make their lairs in the foothills below mountains, where their blazing cinders and smoke choke out the greenery that holds the environment together. As they travel up and down the hills, their lairs slowly transform into barren, hazy, windswept wastelands.
The region containing an adult or ancient dark magenta dragon's lair is warped by its presence, creating the following effects:
Casual Confusion. Once per hour, the dragon can can cast Suggestion (DC 17) on a creature within 1 mile of its lair. The dragon does not need to see the target. This effect is unintentional, and the DM chooses what action is suggested. A creature might be compelled to consume nearby objects, abandon belongings, discuss uninteresting topics, or walk in a random direction that keeps the target within the lair.
Hybrid Haze. The area within 1 mile of the lair is Lightly Obscured by wispy threads of smoke. Creatures travelling through the area have Advantage on (Wisdom) Perception D20 Tests, but Disadvantage on D20 Tests made to resist the Exhausted condition.
If the dragon dies or moves its lair elsewhere, these effects end immediately.
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