Huge Dragon, Chaotic Neutral
Armor Class 19 (natural armor)
Hit Points 207 (18d12 + 90)
Speed 40 ft., Fly 80 ft., Swim 40 ft., Burrow 120 ft. Teleportation*
STR
16 (+3)
DEX
12 (+1)
CON
21 (+5)
INT
26 (+8)
WIS
20 (+5)
CHA
15 (+2)
Saving Throws CON +10, INT +13, WIS +10
Skills Deception +8, Insight +7, Perception +12, Persuasion +8
Damage Immunities Psychic
Condition Immunities Charmed, Grappled
Senses Blindsight 60 ft., Darkvision 120 ft., Truesight 100 ft., Passive Perception 22
Languages Common, Draconic
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Inter-dimensional.  The dragon 

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Charming Gaze. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Charming Gaze. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become charmed 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 Charming Gaze for the next 24 hours.

Psionic Scream (Recharge 5–6). The dragon screams using its telepathy in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) psychic 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 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

The most greedy and chaotic of dragons, purple dragons may say one thing, but then immediately say the opposite. A purple dragon is recognized by the star like patterns that adorn its entire body, no one truly knows if these are actual stars or just miniature light bugs.

Lair and Lair Actions

Purple dragons are known for their ability to travel through dimensions and through space. However, an area controlled by a purple dragon is easy to spot. A sense of airiness and sometimes even the ability to float off the ground in a legendary purple dragon’s lair, carrying a dizzying whiff of the inter-dimensional travel.

A purple dragon chooses its lair seemingly at random, usually depending on the specific dragon's personality or taste in gems. Some seek out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with masses of trees and other vegetation.

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:

  • Rifts in time in a 20-foot radius centered on a point in the air that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Intelligence saving throw or be restrained by the slow movement of time. A creature can be freed if it or another creature takes an action to make a DC 15 Intelligence check and succeeds. The rifts fade away when the dragon uses this lair action again or when the dragon dies.
  • A wall of force springs into existence connected by two existing walls within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) force damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8) force damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall fades when the dragon uses this lair action again or when the dragon dies.
  • Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be blinded by the dragon until initiative count 20 on the next round.

Regional Effects

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

  • A thick fog appears in a 1 mile radius of the dragons lair. This fog has wild magic properties and can occasionally have the effects of wild magic occur. If a spell caster enters the fog they effectively will have the trait of a Wild Magic Sorcerer, meaning every time they cast a spell of Level 1 or higher, they roll for the Wild Magic table.
  • Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures. The dragon can effectively teleport around the area.
  • Rifts open in a 1 mile radius of its lair that lead to various dimensions, allowing creatures of those dimensions to sometimes enter the material plane. Some rifts may also be so large that a wary traveler may accidentally walk through one, entering a rift can have various effects, whether it be a status effect is given to the adventurer, or they enter a whole new dimension.

If the dragon dies, the rifts fade. The fog remains, but within 1d10 days, it dissipates and the area is returned to normal.

Habitat: CoastalForest

Snowiball

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