Page 71 - Monster Manual Expanded III Dragonix
P. 71

into 3-foot-deep mud. Each creature on the ground in that area   •  Shadows cast by non-evil creatures within 6 miles of the drag-
          when the mud appears must succeed on a DC 15 Dexterity   on’s lair randomly animate and form nightmarish but harmless
          saving throw or sink into the mud and become restrained. A   silhouettes, warning such creatures of the danger.
          creature can take an action to attempt a DC 15 Strength check,   •  Bats, centipedes, spiders, and other underground vermin within
          freeing itself or another creature within its reach and ending   1 mile of the dragon’s lair serve as the dragon’s eyes and ears.
          the restrained condition on a success. Moving 1 foot in the mud
                                                               If the dragon dies, the vermin lose their supernatural link to it.
          costs 2 feet of movement. On initiative count 20 on the next
                                                               The giant fungi remain, but within 1d10 days, they become mun-
          round, the mud hardens, and the Strength DC to work free
                                                               dane fungi and normal difficult terrain, losing their toxicity.
          increases to 20.
        •  One creature the dragon can see within 120 feet of it must
          succeed on a DC 13 Wisdom saving throw or be charmed by
          the dragon as if the dragon had cast dominate monster on
          it. The effect ends on initiative count 20 on the next
          round. When the effect ends, the creature
          reappears in the space it left or in the
          nearest unoccupied space if that one is
          occupied.


        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:
        •  Giant fungi form labyrinthine passages within
          1 mile of the dragon’s lair. The giant fungi
          act as 10-foot-high, 10-foot-thick walls
          that block line of sight. Creatures can
          squeeze between the giant mush-
          rooms, with every 1 foot a creature
          moves costing it 4 feet of movement. A
          creature in the stalagmites must make
          a DC 15 Constitution saving throw once
          each round it’s in contact with the giant
          fungi or take 3 (1d6) poison damage from
          the toxic spores.  Each 10-foot-cube of gi-
          ant mushrooms has AC 5, 30 hit points,
          resistance to bludgeoning and piercing
          damage, vulnerability to fire damage,
          and immunity to psychic and thunder
          damage.







         Young Purple Dragon                                    Sunlight Sensitivity. While in sunlight, the dragon has disadvantage
                                                                on attack rolls, as well as on Wisdom (Perception) checks that rely
         Large dragon, neutral evil
                                                                on sight.
         Armor Class 18 (natural armor)                         Actions
         Hit Points 136 (16d10 + 48)
                                                                Multiattack. The dragon makes one Bite attack and two Claw
         Speed 40 ft., climb 40 ft., fly 80 ft., swim 40 ft.
                                                                attacks.
             STR           DEX           CON           INT           WIS           CHA   Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
                18 (+4)       14 (+2)      16 (+3)      15 (+2)     15 (+2)      14 (+2)  Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) psychic damage.
                                                                Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
         Saving Throws Dex +5, Con +6, Wis +5, Cha +5           Hit: 11 (2d6 + 4) slashing damage.
         Skills Perception +8, Stealth +8
         Damage Immunities psychic                              Psychic Breath (Recharge 5–6). The dragon exhales psychic energy
         Senses blindsight 60 ft., darkvision 120 ft., passive Perception 18  in a 30-foot cone. Each creature in that area must make a DC 14
                                                                Intelligence saving throw.  On failed save, a creature takes 36 (8d8)
         Languages Draconic, Undercommon
                                                                psychic damage, it has disadvantage on attack rolls and ability
         Challenge 8 (3,900 XP)       Proficiency Bonus +3
                                                                checks, and can’t take reactions, until the end of its next turn.  On a
                                                                successful save, a creature takes half as much damage and suffers
         Stone Camouflage. The dragon has advantage on Dexterity (Stealth)
         checks made to hide in rocky terrain.                  no other effects.
        70
                    Bestiary
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