Sadly, Richard Lloyd did
not give the
purple dragon a scientific basis the way he did for the orange and yellow dragons. Instead, the purple’s breath is simply “pure energy, a deadly combination of the fire and lightning of its red and blue parents.” I'd have thought they'd breathe a flaming lightning storm. But pure light is pretty cool.
Out of curiosity: 1e dragons were given a “percentage to speak” and 2e dragons had a percentage chance (usually a base of 14%) to be able to communicate with any intelligent being. Did any of you guys actually roll for this?
Anyhoo, I'm going to take a couple of days off to do some other writing and recharge my monster batteries.
Artist: David Day
Purple Dragon (Chromatic)
The Missing Dragons, Dragon Magazine #65 and The Return of the Missing Dragons, Dragon Magazine #248
Created by Richard Alan Lloyd
Purple dragons hatch with deep indigo scales that turn violet as they reach adulthood, and then darker and darker, so an ancient purple dragon is so deeply purple as to be nearly black. Their eyes are a vibrant magenta color. They have a long row of backwards-curing spikes running down their neck, back, and tail. They typically smell like soot and ozone.
Sadistic Tyrants. Purple dragons are the undisputed rulers of the plains and prairies and they like to say that they are all the fury of a prairie storm made flesh. They rule their lands like a simple, savage predator mixed with a mob boss. They demand constant tribute in exchange for their “protection,” but if slighted, they go on destructive sprees. They leave the people they “protect” alive—most of the time—because it’s more fun to watch them have to try to struggle to rebuild their homes and lives than it is to simply eat them. Purple dragons like to surround themselves with sycophantic bullies to do the menial tasks, but many of these thugs die at the dragon’s own claws during one of its violent rages.
Purple dragons eat meat, preferring large herd animals: buffalo, horses, deer, among others, and have a particular fondness for domesticated animals, primarily because they know their “subjects” have no way of stopping them. They are willing to eat tubers and root vegetables, but view those as flavorings rather than proper food. However, unlike many other dragons, purple dragons have cannibalistic tendencies as well—they will gladly hunt and devour other dragons, particularly copper dragons, as their territories often overlap.
Burrowers. These dragons make very obvious lairs. They find a hill and dig a large, multi-chambered maze of a burrow underneath it. They take little care to hide the entrance and often decorate it to make it flashy and obvious, and they bully weaker creatures into being guards. Purple dragons enjoy burrowing, and their lairs often snake on for miles around.
Legends and Lore
With a History or Nature check, the characters can learn the following:
DC 10. Purple dragons are vicious carnivores that live on prairies and grasslands.
DC 15. Purple dragons exhale burning light. Not only does this light produce injuries that take a long time to heal, but the dragons can change the shape of the light from a wide cone to a thin beam.
DC 20. Purple dragons claim control over wide swathes of land. They consider themselves the masters of everyone who lives in the area and demand tribute from the people they claim to control.
Purple Dragon Encounters
Terrain: Grasslands
CR 3-4 Purple dragon wyrmling; purple dragon wyrmling with 3 or 4 kobolds or bandits.
Treasure: 150 gp, 200 sp, 500 cp, copper shield-shaped brooch inlaid with silver (25 gp), 2 torches with
continual flame cast on them,
potion of growth.
CR 5-10 Young purple dragon; purple dragon wyrmling with 1d8+4 kobolds; purple dragon wyrmling with 2 ankhegs.
Treasure: 200 gp, 550 sp, 7 jaspers (50 gp each), 1 purple spinel (500 gp each), pair of amethyst earrings (250 gp), antique brass lamp (worth 50 gp),
archaic creed, magic mirror (pocket), scroll of animate objects.
CR 11-16 Adult purple dragon; young purple dragon with 1d4+2 bandits and 1 bandit captain; young purple dragon with 1-2 ogres or 1 bulette.
Treasure: 950 gp, 2,300 sp, 5 amethysts (100 gp each), onyx-studded brazier (150 gp), chess set made out of agate and marble (500 gp), +
1 shield with a mirrored finish
, quiver of the hunt, stone of good luck.
CR 17-22 Ancient purple dragon; adult purple dragon with 1 bandit captain and 2d4 bandits; adult purple dragon with 3 ogres.
Treasure: 300 pp, 4,800 gp, 5,000 sp, 2 spinels (500 gp each), idol carved from jet and inlaid with silver and purple iolite (750 gp), fine tapestry depicting an epic battle (250 gp), herd of 2d8 × 5 cattle (worth 10 gp each),
jade tiger, orb of chaotic assault, wand of the scribe.
CR 23-30 Ancient purple dragon with 2 ogres, 1 bandit captain, and 1d8+4 bandits.
Treasure: 850 pp, 19,000 gp, 3 white opals (1,000 gp each), electrum chalice with a unicorn horn stem (2,500 gp), large bronze temple bell (500 gp, counts as bulky), local noble heir that is being held hostage,
scrolls of control weather and
teleport, set of
dragon scale male made from a gold dragon,
ring of shooting stars.
CR 31+ Great wyrm purple dragon; ancient purple dragon with 1d4 purple dragon wyrmlings; ancient purple dragon with ogre mage and 5 ogres.
Treasure: 5,000 pp, 25,000 gp, 12 star sapphires (1,000 each), fist-sized amethyst (5,000 gp), ruby ring (7,500 gp), bronze statue of the dragon with amethyst eyes and onyx inlays (7,500 gp, counts as bulky), portrait by a famous painter that had been stolen from a museum (10,000 gp),
sword of life stealing made from a single piece of snowflake obsidian, 6
+3 arrows,
helm of brilliance (half charged),
ring of elemental command (air),
robe of stars.
Signs
1. A tremor shakes the ground; the dragon is digging below.
2. A fort-like town of gamblers, crooks, thugs, and other such low-lifes: servants of the dragon.
3. A sudden beam of blinding light in the distant, originating from above.
4. Humanoid corpses, strung up as a warning to others; includes the dragon’s symbol.
5. A stampede of buffalo.
6. A dust storm.
Behavior
1. Ransacking a farmstead that was delinquent in paying their tribute.
2. Appearing before the party, demanding a payment to cross its lands.
3. Attacks on site
4. Willing to hire the party to do some dirty work for it.
5. Flying overhead
6. Devouring a horse.
7. Digging a new burrow.
8. Perched atop a hillock, watching the land below.
Purple Dragon Lair Features
The save DC for the following effects is 13+ the dragon’s proficiency modifier. Choose or roll one or more of the following lair features:
1. The lair is filled with dust. The dragon can make a tail attack against the wall or floor, causing the area in a 40-foot cube centered on the point of impact to become heavily obscured until the end of the dragon’s next turn.
2. A successful Perception check reveals a hidden tunnel. If possible, the dragon grapples someone in its jaws and squeezes through the tunnel.
3. Numerous hidden pit traps abound in the lair, each 1d4+1 × 5 feet deep. A Perception check is required to spot them. The dragon never triggers them.
4. The floor of the dragon’s lair is covered with loose dirt and stones from the dragon’s constant burrowing, except for a few areas the dragon’s minions keep clean. The 80% lair is difficult terrain for anyone other than them.
Names
Anwizblion, Faxeondev, Firebolt, Garromer, Night Sun, Pyroxfirio
Variant: Purple Dragon Spellcasters
Some purple dragons develop the ability to innately cast spells. A yellow dragon’s spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components. Each age category knows its own spells and those of younger age categories.
Young (save DC 13): 3/day each: gust of wind,
Adult (save DC 15): 3/day each: conjure minor elementals, wind wall
Ancient (save DC 18): 1/day each: call lightning, fire shield
Great Wyrm (save DC 18): 1/day: incendiary cloud
Ancient Purple Dragon
Legendary gargantuan dragon
Challenge 22 (41,000 XP)
AC 21 (natural armor)
HP 347 (21d20+126; bloodied 174)
Speed 40 ft., burrow 40 ft., fly 80 ft.
STR 27 (+8)
DEX 10 (+0)
CON 23 (+6)
INT 14 (+2)
WIS 15 (+2)
CHA 18 (+4)
Proficiency +7
Maneuver DC 24
Skills Intimidation +11, Perception +9 (+1d6), Stealth +7 (at night
+1d6)
Damage Resistances fire, lightning
Damage Immunities radiant
Condition Immunities blindness
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
Languages Common, Draconic, one other
Legendary Resistance (3/Day). When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales flash with brilliant light, then dim and fall away. If it no more uses of this ability, its Armor Class is reduced to 19 until it finishes a long rest.
Master of the Storm. The dragon’s movement and vision is not hindered by snow, wind, or storms.
Night Blindness. If the dragon uses its breath weapon in dim light or darkness, then each creature other than the dragon that is within 30 feet of the it must make a DC 21 Constitution saving throw. On a failure, the creature is blinded for 1 minute. A blinded creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success. If the creature rolled a critical failure on this saving throw, it is blinded until targeted by a
lesser restoration or similar effect.
Actions
Multiattack. The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can use Firestorm.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target.
Hit: 30 (4d10+8) piercing damage plus 9 (2d8) fire damage. Instead of dealing piercing damage, the dragon can grapple the target (escape DC 24), and a Huge or smaller creature is grappled in this way is restrained. While grappling a creature, the dragon can’t bite or use Firestorm on another target.
Claws. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
Hit: 21 (3d8+8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target.
Hit: 21 (3d8+8) bludgeoning damage.
Burrow. The dragon burrows under the ground without provoking opportunity attacks, moves up to its burrow speed, and then resurfaces in an unoccupied space. If it is within 15 feet of a creature, it then makes a bite attack.
Energy Breath (Recharge 5-6). The dragon exhales pure, brilliant energy in its choice of a 90-foot cone or a 90-foot-long, 10-foot-wide line. Each creature in the area makes a Dexterity saving throw, taking 93 (16d10) radiant damage on a failed save or half damage on a success. Additionally, a creature that fails its saving throw is burned by the energy. For the next 24 hours or until it is targeted by a
lesser restoration or similar magic, when it regains hit points through magical or nonmagical means, it only regains half as many.
Firestorm. The dragon exhales a swirl of lightning and flames. It targets one creature within 60 feet, forcing it to make a DC 21 Dexterity saving throw. The creature takes 11 (2d10) fire damage and 11 (2d10) lightning damage on a failure or half as much damage on a success.
Reactions
Tail Attack. When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
Legendary Actions
Roar. Each creature of the dragon’s choice within 120 feet that can hear it makes a DC 19 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
Wing Attack. The dragon beats its wings. Each creature within 15 feet makes a DC 25 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.
Energy Wall (1/Day, Bloodied Only). The dragon channels its energy breath into a wall of magical force that either forms a hemispherical dome with a 15-foot radius or a wall up that is up to 30 feet on a side, centered on a point it can see within range. The wall lasts for 10 minutes or until the dragon uses a bonus action to end it, and extends to the material plane. If the wall enters a creature’s space when it appears, the creature is pushed to one side of the wall (50% chance of either direction). The wall sheds bright light to 10 feet and dim light for a further 10 feet. Nothing physical can pass through the wall. The dragon can use its breath weapon through it. The wall can be destroyed with a
dispel magic (using the dragon’s spell save DC for the ability check) or by being dealt at least 50 force damage at once. It is otherwise immune to damage.
Ancient Purple Dragon Variant: Purple Great Wyrm
The dragon is an elite monster, equivalent to two CR 22 monsters (82,000 XP). It has 694 (42d20+294; bloodied 347) hit points and the following trait:
Brightest Light. When the dragon is first bloodied, it immediately recharges its breath weapon, if it’s not already available. Additionally, for 1 minute, saves against its Night Blindness are made with disadvantage.
The dragon has the following additional legendary actions, which it can only use while bloodied:
Elite Recovery. The dragon ends one negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even while unconscious or incapacitated.
Mortal Terror (Gaze). A creature within 120 feet makes a saving throw against Roar, even it has already successfully saved within the past 24 hours.
Growing Light (Costs 2 Actions). The dragon recharges its breath weapon.
Hellstorm (Costs 3 Actions). The dragon spits fire and lightning at a creature it can see within 90 feet. The creature takes damage as if caught in the dragon’s breath weapon, but isn’t at risk of blindness. Half of the damage is fire damage and the other half is lightning damage.
Adult Purple Dragon
Legendary huge dragon
Challenge 16 (15,000 XP)
AC 19 (natural armor)
HP 250 (20d12+120; bloodied 125)
Speed 40 ft., burrow 40 ft., fly 80 ft.
STR 23 (+6)
DEX 10 (+0)
CON 21 (+5)
INT 12 (+1)
WIS 14 (+2)
CHA 16 (+3)
Proficiency +5
Maneuver DC 19
Skills Intimidation +8, Perception +7 (+1d6), Stealth +5 (at night
+1d6)
Damage Resistances fire, lightning
Damage Immunities radiant
Condition Immunities blindness
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 20
Languages Common, Draconic, one other
Legendary Resistance (3/Day). When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales flash with brilliant light, then dim and fall away. If it no more uses of this ability, its Armor Class is reduced to 17 until it finishes a long rest.
Master of the Storm. The dragon’s movement and vision is not hindered by snow, wind, or storms.
Night Blindness. If the dragon uses its breath weapon in dim light or darkness, then each creature other than the dragon that is within 30 feet of the it must make a DC 20 Constitution saving throw. On a failure, the creature is blinded for 1 minute. A blinded creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success. If the creature rolled a critical failure on this saving throw, it is blinded until targeted by a
lesser restoration or similar effect.
Actions
Multiattack. The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can use Firestorm.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 27 (4d10+5) piercing damage plus 9 (2d8) fire damage. Instead of dealing piercing damage, the dragon can grapple the target (escape DC 19), and a Large or smaller creature is grappled in this way is restrained. While grappling a creature, the dragon can’t bite or use Firestorm on another target.
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 18 (3d8+5) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
Hit: 18 (3d8+5) bludgeoning damage.
Burrow. The dragon burrows under the ground without provoking opportunity attacks, moves up to its burrow speed, and then resurfaces in an unoccupied space. If it is within 10 feet of a creature, it then makes a bite attack.
Energy Breath (Recharge 5-6). The dragon exhales pure, brilliant energy in its choice of a 60-foot cone or a 60-foot-long, 5-foot-wide line. Each creature in the area makes a Dexterity saving throw, taking 66 (12d10) radiant damage on a failed save or half damage on a success. Additionally, a creature that fails its saving throw is burned by the energy. For the next 24 hours or until it is targeted by a
lesser restoration or similar magic, when it regains hit points through magical or nonmagical means, it only regains half as many.
Firestorm. The dragon exhales a swirl of lightning and flames. It targets one creature within 60 feet, forcing it to make a DC 19 Dexterity saving throw. The creature takes 11 (2d10) fire damage and 11 (2d10) lightning damage on a failure or half as much damage on a success.
Reactions
Tail Attack. When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
Legendary Actions
Roar. Each creature of the dragon’s choice within 120 feet that can hear it makes a DC 16 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
Wing Attack. The dragon beats its wings. Each creature within 15 feet makes a DC 19 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.
Energy Wall (1/Day, Bloodied Only). The dragon channels its energy breath into a wall of magical force that either forms a hemispherical dome with a 15-foot radius or a wall up that is up to 30 feet on a side, centered on a point it can see within range. The wall lasts for 10 minutes or until the dragon uses a bonus action to end it, and extends to the material plane. If the wall enters a creature’s space when it appears, the creature is pushed to one side of the wall (50% chance of either direction). The wall sheds bright light to 10 feet and dim light for a further 10 feet. Nothing physical can pass through the wall. The dragon can use its breath weapon through it. The wall can be destroyed with a
dispel magic (using the dragon’s spell save DC for the ability check) or by being dealt at least 25 force damage at once. It is otherwise immune to damage.
Young Purple Dragon
Large dragon
Challenge 10 (5,900 XP)
AC 19 (natural armor)
HP 152 (16d10+64; bloodied 76)
Speed 40 ft., burrow 40 ft., fly 80 ft.
STR 19 (+4)
DEX 10 (+0)
CON 19 (+4)
INT 11 (+0)
WIS 12 (+1)
CHA 14 (+2)
Proficiency +4
Maneuver DC 16
Skills Intimidation +6, Perception +5, Stealth +4
Damage Resistances fire, lightning
Damage Immunities radiant
Condition Immunities blindness
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 16
Languages Common, Draconic
Master of the Storm. The dragon’s movement and vision is not hindered by snow, wind, or storms.
Night Blindness. If the dragon uses its breath weapon in dim light or darkness, then each creature other than the dragon that is within 30 feet of the it must make a DC 16 Constitution saving throw. On a failure, the creature is blinded for 1 minute. A blinded creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success.
Actions
Multiattack. The dragon attacks once with its bite and twice with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 20 (3d10+4) piercing damage plus 4 (1d8) fire damage. Instead of dealing piercing damage, the dragon can grapple the target (escape DC 16), and a Medium or smaller creature is grappled in this way is restrained. While grappling a creature, the dragon can’t bite another target.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 17 (3d8+4) slashing damage.
Energy Breath (Recharge 5-6). The dragon exhales pure, brilliant energy in its choice of a 30-foot cone or a 30-foot-long, 5-foot-wide line. Each creature in the area makes a Dexterity saving throw, taking 55 (10d10) radiant damage on a failed save or half damage on a success.
Purple Dragon Wyrmling
Medium dragon
Challenge 3 (750 XP)
AC 19 (natural armor)
HP 52 (8d8+16; bloodied 26)
Speed 40 ft., burrow 40 ft., fly 80 ft.
STR 16 (+3)
DEX 10 (+0)
CON 15 (+2)
INT 10 (+0)
WIS 11 (+0)
CHA 12 (+1)
Proficiency +2
Maneuver DC 13
Skills Perception +2, Stealth +2
Damage Resistances fire, lightning
Damage Immunities radiant
Condition Immunities blindness
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12
Languages Common, Draconic
Master of the Storm. The dragon’s movement and vision is not hindered by snow, wind, or storms.
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 14 (2d10+3) piercing damage.
Energy Breath (Recharge 5-6). The dragon exhales pure, brilliant energy in its choice of a 15-foot cone or a 15-foot-long, 5-foot-wide line. Each creature in the area makes a Dexterity saving throw, taking 33 (6d10) radiant damage on a failed save or half damage on a success.