Gargantuan Dragon, Lawful Neutral
Armor Class 23 (natural armor)
Hit Points 326 (21d20 + 189)
Speed 50 ft., Burrow 50 ft., Fly 70 ft.
STR
25 (+7)
DEX
12 (+1)
CON
29 (+9)
INT
20 (+5)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws DEX +8, CON +16, WIS +10, CHA +11
Skills History +19, Perception +17, Stealth +8
Damage Resistances Fire, Force
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic, Primordial
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Statuesque The dragon may become perfectly still, resembling a statue more than a living creature and gaining advantage on deception checks to convince creatures it is a statue as long as it remains still.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

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: +14 to hit, reach 15ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 8 (2d6) poison damage.

Claw Melee weapon attack: +14 to hit, reach 10 ft, one target. Hit: 12 (2d6 + 7) slashing damage.

Tail Melee weapon attack: +14 to hit, reach 15 ft, one target. Hit: 14 (2d8 + 7) bludgeoning damage.

Frightful presence Each creature of the dragon's choice within 120 feet that is aware of the dragon makes a DC 19 Wisdom saving throw. On a failed save, a creature is frightened for one minute. A creature may remake this saving throw at the beginning of each round, ending the effect on a successful save. Creatures that succeed on their saving throw are immune to the dragon's frightful presence for 24 hours.

Toxic breath (recharge 5/6) The dragon exhales air in a 90 foot line that is 10 feet wide. Each creature in this line's must make a DC 23 dexterity saving throw, taking 63 (18d6) poison damage on a failed save or half as much on a successful one.

Reactions

Virulent shield. The dragon may use its reaction to impose disadvantage on a ranged weapon attack or spell attack targeting it.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect The dragon makes a Wisdom (perception) check.

Tail attack The dragon makes a tail attack.

Wing Lash (2 actions). The dragon's wings fly open, sending out a powerful gust of wind. Creatures within 15 feet make a DC 22 strength saving throw, taking 17 (3d6+7) bludgeoning damage and being knocked prone on a failed saving throw, or half damage on a successful saving throw.

Lair and Lair Actions

An emerald dragon lives within the hearts of dead volcanoes and abandoned mountain fortresses. Often they will not stray far from the surface, and there will be multiple well hidden tunnels throughout their lairs which allow them easy access to the surface, both for hunting and escape purposes. These lairs look to be built from jade, and are often sprawling and confusing for surface and underdark dwellers alike... Exactly how an emerald likes it. The bones of lizards and lizardfolk are sometimes found in carefully concealed groves close to an emerald's true lair, as both of these creatures are an emerald dragon's favorite delicacies. Finally, emerald dragons tend to make multiple "dummy" lairs that are stocked with small treasure troves and items, meant to mislead and redirect would-be invaders. These dummy lairs might very well resemble lairs of a dragon of a different color, often those of rival dragons, in an attempt to send do-gooders and 'nere-do-wells to take care of the problem for the emerald (quite safely for the dragon).

Lair Actions

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

  • A whirlwind of sand and debris is kicked up, picking up any lose rocks, logs, bits of hail or any other items on hand and slamming them into foes within the tempest. Enemies inside of a 20 foot cube must make a DC 15 dexterity saving throw, and are dealt 10 (3d6) bludgeoning, piercing or slashing damage (dragon's choice) on a failed saving throw, and half as much damage on a failure.
  • A powerful gust of 20 mph winds blast in one particular direction, making movement and ranged attacks within the area far more difficult. Wind within 600 feet of the dragon blows away from it, forcing creatures within the area to roll a DC 15 strength saving throw at the beginning of their turn or treat the area as difficult terrain. Even flying creatures treat this area as difficult terrain. Ranged attacks made within this area have only half of their normal range. This lair action lasts for either one minute, or until it is used again.
  • 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. If a creature collides with a wall or other object in their path, then they are dealt 7 (2d6) bludgeoning damage.
Regional Effects

A legendary emerald dragon's lair is warped by the dragon's magic, creating one or more of the following effects.

  • The dragon's cave is covered in glittering and dazzling jade, emerald and beryl. This gemstone extends just below the surface of the earth one mile from the edge of the dragon's mountain or fortress home, giving warning to anyone that they are treading on a dragon's territory. This gem grows around the root systems of plants, and trees or other deep-rooted foliage may plant roots within it without penalty. This gem disappears and becomes regular earth a month after the dragon's death.
  • The weather of the area is often slightly off from what it normally is. Rains might not be as violent, or they might go unseasonably long. Winds might be dead within ten miles of the dragon's lair, or they might be a swirling tempest that kicks up a dust storm. The emerald dragon can actively control this effect, allowing them to channel and generate even violent lightning storms after concentrating on the effect for almost a day. They can also calm or weaken storms after an hour of concentration. Weather patterns return to normal the day the emerald dragon dies.
  • The emerald dragon is connected to all flying vermin within ten miles of their lair, typically insects and birds (often songbirds and cicadas). They may receive telepathic communication from these creatures, and through this network the emerald dragon typically knows the general locations of any potentially hostile creatures that are approaching its lair. This heightened awareness disappears a week after the dragon's death.

Previous Versions

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Habitat: Mountain

leviticusomega

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