Draconic wings beat the air as twin tails lash with venomous stingers, a cruel fusion of predator and poison. Venrakes circle high above before diving in for the kill, turning the skies themselves into a hunting ground.
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“Born from amaranthine, great form uncoiled,
ivory claws extended to the smoke-storming sky,
pale eyes blinded by immense hands,
yet no less daunting than if they would pierce each mind.”
- Excerpt from “Song of the Dragon”, a mythological account of an encounter with the Great Blind Serpent, Rilzriaduss (author unknown)
Scourge of the Underdark. Where some are lucky enough to see - and survive - an encounter with a red, blue or green dragon, those who have encountered their purple cousins are fewer and far between. Purple dragons are difficult to learn about, both because they are extremely solitary creatures, preferring the company of none in their caves and underground burrows, and because any unfortunate soul that meets one rarely escapes with their life. Purple dragons burrow out their lairs, digging it out of stone and earth, and are most often found in the Underdark, where they prey on unsuspecting passersby, which are most often drow or svirfneblin. On rare occasions, purple dragons have dealt with humanoid races through mutual agreements - purple dragons are, in fact, smart enough to manipulate, and wise enough to understand when they have been outnumbered or when escape is unlikely. They are powerful though disloyal allies, although their pure strength is often enough to make up for their rapidly-shifting alliances.
Mental masters. Purple dragons are, just moments after hatching, notoriously difficult to control, whether through mind magic or through deception. Their nature allows them a strong defense against magical effects, and influencing their minds is nearly impossible. They are well-spoken beings, capable of such mental gymnastics that they can change other creatures’ minds without revealing their intentions. However, as cousins to the chromatic dragons, purple dragons are also greatly manipulative, evil, and cruel.
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Under the Read More, you’ll find the purple dragon’s lair actions and regional effects.
Lair actions. Purple dragons lair underground, preferring darkness or minor fluorescence over the brightness of day. Their adaptation to their subterranean surroundings has made their lairs dangerous to any that venture within. Purple dragons enjoy hiding in loose earth or amongst crystalline rock, to camouflage themselves, and are masters of stealth, especially within their own lairs.
On initiative count 20 (losing initiative ties), the purple 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:
Thick magical fog billows around the dragon in a 20-foot radius that spreads around corners. The area is heavily obscured and creatures within it are blind. A creature with darkvision can’t see through the darkness, and light (nonmagical or not) cannot illuminate it. After 1d4 rounds, the fog becomes slightly transparent and the area is lightly obscured. The next round, the fog vanishes.
One creature of the dragon’s choice within 120 feet of the dragon is set upon by illusory imagery of attackers. That creature must succeed on a DC 15 Wisdom saving throw or be frightened of these imaginary creatures for 1 minute. While frightened, the creature attempts to fight these creatures off, which appear to approach it from any area in dim light or darkness. At the end of each of its turns, the affected creature can repeat its saving throw, ending the effect on a success. A creature can’t be affected by this lair action twice within 24 hours.
The dragon’s shadow appears to start moving on its own. Until the start of the dragon’s next turn, it gains a +3 bonus to AC, and attack rolls against it have disadvantage.
Regional effects. The region containing a legendary purple dragon’s lair is warped by the dragon’s presence, which creates one or more of the following effects:
Caves and narrow passages underground begin winding in a labyrinthine, nonsensical way. Corridors connect in non-Euclidian manners, dead ends appear where a connection to another space was expected, and previously crossed spaces suddenly seem to be cut off by steep rock walls or unexpected cave-ins that were unnoticed before.
Nonmagical and magical illumination is immediately snuffed out within 1 mile of the lair, and can’t be lit again.
Twisted crystalline constructions or dimly phosphorescent mushrooms grow in great numbers within 5 miles of the lair. Areas with large concentrations of crystals or mushrooms are considered difficult terrain. A mushroom that is disrupted (such as stepped upon or destroyed) releases a cloud of poisonous gas. A creature that inhales the gas must succeed on a DC 14 Constitution saving throw or take 3d6 poison damage and be poisoned for 1 hour.
If the purple dragon dies, the mushrooms wither and die after 1d10 days, but the crystals remain indefinitely. Immediately after its death, routes within the caves no longer change randomly, and lanterns can be lit once again.
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Long ago, an enterprising hag whose name has been lost to time sought to experiment on the spawn of Juiblex in order to create farms of easily reproducible loyal subjects, so that she might be able to combine her power with her own creations rather than forming a more traditional coven dynamic with untrustworthy rival hags. This experiment was fruitful, but her celebration was short-lived as the awakened ooze quickly consumed her body and began its own new line of succession. In this manner was the first snot hag born.
Amorphous Abominations. A snot hag superficially resembles the approximate shape of an elderly humanoid woman, but one would be hard-pressed to confuse the two due to the former's oobleckian form. The hag's body jiggles and wavers, struggling to maintain a roughly bipedal appearance matching the creature's twisted self-image. The ooze will even wear some loose semblance of rags and pointed hats to attempt to convey the image.
Ooze Nature. A snot hag doesn't require sleep.
Unique Reproduction. Unlike more typical hag propagation, snot hags exclusively reproduce asexually through mitosis, without the need to consume an infant beforehand — though it wouldn't turn down such a treat for general sustenance.
Snot Hag Covens
In some senses, a snot hag has achieved an ideal state of growing in power, where it forms covens almost exclusively with its own spawn, achieving self-sufficiency and likemindedness, and avoiding the typical infighting seen in other covens. All snot hags desire only to learn, to grow, to consume, and to multiply. That said, a snot hag still has the innate "Rule of Three" burned into its psyche, and groups of snot hags will split into multiple covens and part ways to maintain this dynamic.
A snot hag that is part of a coven (see the "Hag Covens" sidebar in the Monster Manual) has a challenge rating of 7 (2,900 XP). The hag uses Constitution as its spellcasting ability when using the coven's Shared Spellcasting feature.
Snot hags will automatically form a coven with other snot hags formed from splitting. Covens with non-ooze hags are not impossible but tend to be short-lived; either the snot hag will consume its sister in an effort to absorb her powers, or the other hag will destroy the slime in a backstabbing effort to rid the world of an aberration that threatens the livelihood of other hags.
Snot Hag Lairs
Snot hags tend to be drawn to damp environments when forming their lairs. These can include swamps, sewers, or underground lakes within deep caverns, but any area with suitable humidity might be considered.
Lair Actions
In addition to the hag lair actions in Volo's Guide to Monsters, a powerful snot hag might have the following additional lair action:
The snot hag creates a spray of slime in a 30-foot radius sphere centered on the hag. The slime dissipates on initiative count 20 on the next round. The slime creates difficult terrain for all creatures except oozes, and the snot hag's speed is doubled on slimy terrain.
Regional Effects
In addition to the hag lair regional effects in Volo's Guide to Monsters, a powerful snot hag creates one or more of the following additional regional effects within 1 mile of its lair:
Showers of acid rain intermittently pour down. Creatures traveling during an acid rainstorm take 1d4 acid damage per hour of exposure. The rain also prevents gaining the benefits of a short or long rest unless creatures can cover themselves.
All bodies of water have a 25% chance of being unsafe to drink. Creatures attempting to drink this water must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour.
Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 11
Languages: Common, Sylvan
Challenge: 5 (1,800 XP)
Proficiency Bonus: +3
Special Traits
Amorphous. The hag can move through a space as narrow as 1 inch wide witout squeezing.
Innate Spellcasting. The hag's innate spellcasting ability is Constitution (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: minor illusion
3/day each: color spray, hold person (as 3rd-level spell)
Spider Climb. The hag can climb difficult surfaces, including upside-down on ceilings, without needing to make an ability check.
Actions
Pseudopod. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) acid damage.
Engulf. The snot hag moves up to its speed. While doing so, it can enter the space of a creature the same size or smaller than the hag. Whenever the hag enters a creature's space, the creature must make a DC 14 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the hag. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the hag enters the creature's space, and the creature takes 13 (3d8) acid damage and is engulfed. The engulfed reature can't breathe, is restrained, and takes 27 (6d8) acid damage at the start of each of the hag's turns. When the hag moves, the engulfed creature moves with it. The hag can only have one creature engulfed at a time.
An engulfed creature can try to escape by taking an action to make a DC 14 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the hag.
Reactions
Gut Reaction. When the snot hag is forced to make an Intelligence, Wisdom, or Charisma saving throw, it can choose to make a Constitution saving throw of the same DC instead.
Split. When a snot hag that is Medium or larger is subjected to lightning or slashing damage, it splits into two new snot hags if it has at least 10 hit points. Each new hag has hit points equal to half the original hag's, rounded down. New hags are one size smaller than the original hag, but will grow by one size every 24 hours until reaching Medium size.
The snot hag cannot use this reaction if it is already part of a coven of three hags.
[id: monster stat block for snot hag, depicting a figure vaguely reminiscent of an old woman but with green gelatinous semi-transparent skin dripping into a puddle in the ground]
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