Ancient Amethyst Dragon

Endowed with great scionic abilities, the purple dragons are the masters of knowledge and the manipulations of minds and their perceptions. However, they are very reclusive dragons, and their accounts are scarce and scattered all around the mundane world.
The secrets they left behind, are as enigmatic as the golden dragons.
Ancient Amethyst Dragon	Ancient Amethyst Dragon	Ancient Amethyst Dragon	Ancient Amethyst Dragon	Ancient Amethyst Dragon	Ancient Amethyst Dragon
Gargantuan Dragon 	Gargantuan Dragon 	Gargantuan Dragon 	Gargantuan Dragon 	Gargantuan Dragon 	Gargantuan Dragon
Armor Class: 22 (Natural Armor) 
Hit Points: 481 (26d20 + 208)
Speed 40 ft., burrow 40 ft., fly 80 ft.	Armor Class: 22 (Natural Armor) 
Hit Points: 481 (26d20 + 208)
Speed 40 ft., burrow 40 ft., fly 80 ft.	Armor Class: 22 (Natural Armor) 
Hit Points: 481 (26d20 + 208)
Speed 40 ft., burrow 40 ft., fly 80 ft.	Armor Class: 22 (Natural Armor) 
Hit Points: 481 (26d20 + 208)
Speed 40 ft., burrow 40 ft., fly 80 ft.	Armor Class: 22 (Natural Armor) 
Hit Points: 481 (26d20 + 208)
Speed 40 ft., burrow 40 ft., fly 80 ft.	Armor Class: 22 (Natural Armor) 
Hit Points: 481 (26d20 + 208)
Speed 40 ft., burrow 40 ft., fly 80 ft.
STR 	DEX 	CON 	INT 	WIS 	CHAR
18 (+4) 	10 (+0) 	27 (+8) 	29 (+9) 	17 (+3) 	21 (+5)
Saving Throws: DEX +7, CON +15, WIS +10, CHA +12
Skills: Perception: +17, Stealth +7
Damage Immunities: Psychic
Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages: Common, Draconic
Challenge 23 (50,000 XP)
Proficiency Bonus +7	Saving Throws: DEX +7, CON +15, WIS +10, CHA +12
Skills: Perception: +17, Stealth +7
Damage Immunities: Psychic
Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages: Common, Draconic
Challenge 23 (50,000 XP)
Proficiency Bonus +7	Saving Throws: DEX +7, CON +15, WIS +10, CHA +12
Skills: Perception: +17, Stealth +7
Damage Immunities: Psychic
Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages: Common, Draconic
Challenge 23 (50,000 XP)
Proficiency Bonus +7	Saving Throws: DEX +7, CON +15, WIS +10, CHA +12
Skills: Perception: +17, Stealth +7
Damage Immunities: Psychic
Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages: Common, Draconic
Challenge 23 (50,000 XP)
Proficiency Bonus +7	Saving Throws: DEX +7, CON +15, WIS +10, CHA +12
Skills: Perception: +17, Stealth +7
Damage Immunities: Psychic
Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages: Common, Draconic
Challenge 23 (50,000 XP)
Proficiency Bonus +7	Saving Throws: DEX +7, CON +15, WIS +10, CHA +12
Skills: Perception: +17, Stealth +7
Damage Immunities: Psychic
Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages: Common, Draconic
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Special Features 	Special Features 	Special Features 	Special Features 	Special Features 	Special Features
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. By quickly using telekinesis to bend the forces around him, but such ability takes a toll on his mind, forcing the dragon to take 1d10 force damage.
Enslave. Whenever the dragon uses a Villain Action, he can target one creature it can see within 30 ft. of it. The target must succeed on a DC 22 Wisdom saving throw or be magically charmed by the dragon until the dragon dies or until it is on a different plane of existence from the target. The charmed target is under the dragon's control and can't take reactions, and the dragon and the target can communicate telepathically with each other over any distance.
Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the dragon.
Caster Level: 18th	Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. By quickly using telekinesis to bend the forces around him, but such ability takes a toll on his mind, forcing the dragon to take 1d10 force damage.
Enslave. Whenever the dragon uses a Villain Action, he can target one creature it can see within 30 ft. of it. The target must succeed on a DC 22 Wisdom saving throw or be magically charmed by the dragon until the dragon dies or until it is on a different plane of existence from the target. The charmed target is under the dragon's control and can't take reactions, and the dragon and the target can communicate telepathically with each other over any distance.
Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the dragon.
Caster Level: 18th	Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. By quickly using telekinesis to bend the forces around him, but such ability takes a toll on his mind, forcing the dragon to take 1d10 force damage.
Enslave. Whenever the dragon uses a Villain Action, he can target one creature it can see within 30 ft. of it. The target must succeed on a DC 22 Wisdom saving throw or be magically charmed by the dragon until the dragon dies or until it is on a different plane of existence from the target. The charmed target is under the dragon's control and can't take reactions, and the dragon and the target can communicate telepathically with each other over any distance.
Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the dragon.
Caster Level: 18th	Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. By quickly using telekinesis to bend the forces around him, but such ability takes a toll on his mind, forcing the dragon to take 1d10 force damage.
Enslave. Whenever the dragon uses a Villain Action, he can target one creature it can see within 30 ft. of it. The target must succeed on a DC 22 Wisdom saving throw or be magically charmed by the dragon until the dragon dies or until it is on a different plane of existence from the target. The charmed target is under the dragon's control and can't take reactions, and the dragon and the target can communicate telepathically with each other over any distance.
Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the dragon.
Caster Level: 18th	Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. By quickly using telekinesis to bend the forces around him, but such ability takes a toll on his mind, forcing the dragon to take 1d10 force damage.
Enslave. Whenever the dragon uses a Villain Action, he can target one creature it can see within 30 ft. of it. The target must succeed on a DC 22 Wisdom saving throw or be magically charmed by the dragon until the dragon dies or until it is on a different plane of existence from the target. The charmed target is under the dragon's control and can't take reactions, and the dragon and the target can communicate telepathically with each other over any distance.
Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the dragon.
Caster Level: 18th	Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. By quickly using telekinesis to bend the forces around him, but such ability takes a toll on his mind, forcing the dragon to take 1d10 force damage.
Enslave. Whenever the dragon uses a Villain Action, he can target one creature it can see within 30 ft. of it. The target must succeed on a DC 22 Wisdom saving throw or be magically charmed by the dragon until the dragon dies or until it is on a different plane of existence from the target. The charmed target is under the dragon's control and can't take reactions, and the dragon and the target can communicate telepathically with each other over any distance.
Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the dragon.
Caster Level: 18th
Actions
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Telekinesis (8th Level Spell). Ranged Spell Attack: +16 to hit, reach 120 ft., the dragon has the ability to move or manipulate creatures or objects by thought. But it can also strike with powerful psychic waves, being able to strike three foes, with each strike dealing 16 (2d6 + 9) force damage to its target. They all strike simultaneously, and you can direct them to hit one creature or several.
Psychic Breath (Recharge 5–6). The dragon exhales a psychic scream in a 60-foot cone. Each creature in that area must make a DC 24 Intelligence saving throw, taking 88 (16d10) psychic damage on a failed save, or half as much damage on a successful one.
Reaction
I can read your mind. When the dragon is damaged by an attack, the damage is negated, and the creature takes 2d6 psychic damage.
Villain Actions
The dragon can take 3 villain actions, he can take each action once during an encounter after an enemy creature’s turn. He can take these actions in any order but can only use one per round.
Action 1: Mental Prison (9th Level Spell). Each creature of the dragon's choice that is within 120 feet of the dragon must succeed on a DC 24 Intelligence saving throw or be bonded to an illusory cell that only it perceives. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 4d10 psychic damage, and the spell ends. On a failed save, the target takes 4d10 psychic damage, and the area immediately around the target’s space appear dangerous to it in some way.
It may perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Action 2: Psychic Scream (9th Level Spell). The dragon blasts the intellect of up to ten creatures that he can see within 120ft. Creatures that have an Intelligence score of 2 or lower are unaffected.
Each target must make an DC 24 Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one.
A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.
Action 3: Conjure Nightmares (9th Level Spell). Summon four Living Nightmares under the control of the dragon, in an unoccupied within 60ft of the dragon. The Living Nightmares are under his control and will follow any of the dragon´s mental commands.
The Living Nightmares take the shape of the most horrific nightmares of four creatures the dragon can see within 60ft.
Category:Monster
Category:Dragon