Adult 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.

 **Armor Class:** 19 (Natural Armor)
**Hit Points:** 225 (18d12 + 108)
 STR
 16 (+3)
 **Saving Throws:** DEX +5, CON +11, WIS +7, CHA +9
**Skills:** Perception +12, Stealth +5
**Damage Immunities:** Psychic
**Senses:** Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
**Languages:** Common, Draconic
**Challenge 17** (18,000 XP)

**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 19 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:** 8th

**Telekinesis (5th Level Spell).** Ranged Spell Attack: +14 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 14 (2d6 + 7) force damage to its target. They all strike simultaneously, and you can direct them to hit one creature or several.

**Action 1:** **Mental Prison (4th Level Spell).** Each creature of the dragon's choice that is within 120 feet of the dragon must succeed on a DC 21 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 2d10 psychic damage, and the spell ends. On a failed save, the target takes 2d10 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 Beam (4th Level Spell).** The dragon blasts the intellect of up to three 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 21 Intelligence saving throw. On a failed save, a target takes 7d6 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 (7th Level Spell).** Summon two 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 two creatures the dragon can see within 60ft.