Adult Green Dragon

Green Dragon, Adult

Huge dragon, lawful evil

15
Challenge Rating
13000 XP

The adult green dragon emanates an aura of malevolence and cunning. Its sinuous body is covered in shimmering green scales, blending seamlessly with the surrounding foliage, allowing it to remain hidden until the moment of attack. Its eyes glint with an unsettling intelligence, and its serpentine neck darts forward with deceptive speed. With each breath, its poisonous exhalations taint the air, sowing death and decay. The green dragon’s wings, resembling those of a bat, enable it to glide effortlessly through dense forests and strike its unsuspecting prey from above. Known for its deceitful nature, the green dragon revels in manipulating others for its own gain. Its lair, hidden deep within the heart of a treacherous swamp or ancient forest, serves as a testament to its cunning and greed, adorned with stolen treasures and trophies from its victims. With a keen intellect and a penchant for treachery, the green dragon is a formidable adversary, always lurking in the shadows, ready to strike when least expected.

Special Abilities

Amphibious

The dragon can breathe air and water.

Legendary Resistance

If the dragon fails a saving throw, it can choose to succeed instead.

Usage: 3 per day

Actions

  • Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
  • Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.
  • Claw: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
  • Tail: Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
  • Frightful Presence: Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours .
  • Poison Breath: The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions

  • Detect: The dragon makes a Wisdom (Perception) check.
  • Tail Attack: The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair Actions

  1. Toxic Spores: On initiative count 20 (losing initiative ties), the dragon can release spores from the mold and fungi within its lair. Each creature within 60 feet of the dragon must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  2. Ensnaring Roots: The dragon can cause thick roots and vines to burst from the ground in a 30-foot radius centered on a point it can see within 120 feet. The area becomes difficult terrain, and creatures that start their turn in the area must succeed on a DC 14 Strength saving throw or be restrained until the start of the dragon’s next turn.
  3. Whispers of the Forest: The dragon can fill the minds of creatures it chooses within 120 feet of it with ominous whispers. Each affected creature must succeed on a DC 15 Wisdom saving throw or be frightened until the end of the dragon’s next turn. This action plays into the green dragon’s manipulative and intimidating presence.

Green Dragon Regional Effects

  • Choking Overgrowth: Vegetation within 1 mile of the dragon’s lair grows at an unnaturally rapid rate, often overrunning paths, encroaching on fields, and even enveloping buildings. This dense foliage can hide the lair’s exact location and makes travel through the area slow and dangerous.
  • Corrupted Wildlife: Animals within 1 mile of the lair exhibit more aggressive behavior and may have physical signs of corruption, such as unusual colors or deformities. These animals are often hostile to strangers, reflecting the dragon’s malignant influence over its territory.
  • Pervasive Miasma: A subtle, toxic miasma fills the air, particularly in secluded areas within 1 mile of the dragon’s lair. Creatures unaccustomed to it may find themselves coughing and wheezing, suffering minor but not life-threatening effects. This miasma can be a warning sign to unwary travelers of the dragon’s presence.
Armor Class: 19 (natural armor)
Hit Points: 207 (18d12+90)
Speed: 40 ft. (walk), 80 ft. (fly), 40 ft. (swim)
str
23
+6
dex
12
+1
con
21
+5
int
18
+4
wis
15
+2
cha
17
+3
Damage Immunities: poison
Condition Immunities: Poisoned
Proficiency Bonus: +5

Proficiencies

  • Saving Throw: DEX +6
  • Saving Throw: CON +10
  • Saving Throw: WIS +7
  • Saving Throw: CHA +8
  • Skill: Deception +8
  • Skill: Insight +7
  • Skill: Perception +12
  • Skill: Persuasion +8
  • Skill: Stealth +6

Senses

  • Passive Perception: 22
  • Blindsight: 60′
  • Darkvision: 120′
Languages: Common, Draconic
Environment: Forest
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Monster Monday March 4, 2024

The Green Dragon: A Squire's Tale of Strategy and Triumph

The Green Dragon is a formidable foe that adventurers must approach with caution and strategic planning. This majestic creature is known for its cunning nature, deadly breath weapon, and ability... read on

Credits: SRD 5.1