Large Dragon, Lawful Neutral
Armor Class 18 (natural armor)
Hit Points 172 (15d10 + 90)
Speed 40 ft., fly 80 ft.
STR
21 (+5)
DEX
10 (+0)
CON
23 (+6)
INT
17 (+3)
WIS
10 (+0)
CHA
19 (+4)
Saving Throws DEX +4, CON +10, WIS +4, CHA +8
Skills Arcana +7, History +7, Perception +4, Stealth +4
Damage Immunities Thunder
Condition Immunities Deafened
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 18
Languages Common, Draconic
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Innate Spellcasting (Psionics). The dragon's innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no components:

 At will: control winds, identify

3/day: invisibility

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Thunder Breath (Recharge 5–6). The dragon exhales thunderous force in a 30-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 54 (12d8) thunder damage on a failed save, or taking half as much damage on a successful one.

 

Lair and Lair Actions

An Emerald Dragon’s Lair

Emerald dragons choose lairs on secluded mountain peaks and the calderas of extinct volcanoes. These reclusive scholars prefer to live near small settlements of other creatures so they can study them and learn local customs while keeping their presence unknown.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • The dragon creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
  • A powerful swirl of winds blast through the lair, making movement and ranged attacks within the area far more difficult. Wind within 200 feet of the dragon blows around it, forcing creatures within the area to roll a DC 15 strength saving throw or be knocked prone. All creatures except the dragon, including flying creatures, treat this area as difficult terrain. Ranged weapon attacks that enter, leave, or pass through the area have disadvantage on their attack rolls. The winds last until initiative count 20 on the next round.
  • The dragon causes a sudden swell of wind that picks up one creature and tosses them back. One target creature in the dragon's lair must make a DC 15 strength saving throw. On a failure, the creature is lifted up 10 feet into the air and then thrown up to 30 feet in any direction of the dragon's choosing. Treat all movement caused in this manner as falling distance. If this movement causes the creature to collide with a wall, creature or other object in their path, then they are dealt an additional 7 (2d6) bludgeoning damage.

Regional Effects

The region containing a legendary emerald dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects.

  • The dragon has direct control over the weather in a 10-mile radius centered on its lair. With 10 minutes of concentration the dragon can change the weather. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
  • The dragon has placed magical sensors at key points in the areas surrounding it's lair, alerting it to the presence of intruders.

If the dragon dies, changed weather reverts to normal, as described in the spell, and all other effects fade immediately.

Habitat: Mountain

RyanSG

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