Gargantuan Dragon, Neutral
Armor Class 21 (natural armor)
Hit Points 252 (22d20 + 252)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
27 (+8)
DEX
17 (+3)
CON
25 (+7)
INT
20 (+5)
WIS
19 (+4)
CHA
12 (+1)
Skills Arcana +14, Insight +10, Perception +10, Religion +14
Damage Vulnerabilities Psychic
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Lightning
Senses Blindsight 60 ft, Darkvision 120 ft., Passive Perception 27
Languages Common, Draconic, Elvish, Sylvan, Telepathy 120 ft
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

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

Interference Aura. Enemies within 30 feet must make a DC 22 Intelligence saving throw every round to maintain spells that require concentration.

Actions

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

Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Tail. Melee Weapon Attack: +12 to hit; reach 20 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

 

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.

Psionics. The dragon uses a psionic ability. 

Charges: 24 Recharge: 1d10 Fracture: 27

 

Psionic Shift (Costs 2 Actions). The dragon releases a wave of telekinetic energy from its mind. Every creature within 15 feet must make a DC 24 Intelligence saving throw or take 14 (2d6 + 7) force damage and be knocked prone. The dragon then can move up to half its movement speed.

Description

Emerald Dragons are a peaceful, meditative race and most Emerald Dragons spend their time in quiet contemplation and the study of dreams. They are, like the other Gem Dragons, highly intelligent and always striving to learn more about the world, fretting over the mysteries of creation and life.

 

Lair and Lair Actions

 

Emerald dragons preferred to live underground in areas close to civilization, although they seldom made their presence known, making cones of inactive volcanoes the favored spot for their lairs. Their lairs were typically laid with traps.

Lair Actions

On initiative count 20 (losing initiative ties), the 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:

  • Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.
  • A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.
  • Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.

Regional Effects

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

  • Thickets form labyrinthine passages within 1 mile of the dragon’s lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it’s in contact with the thickets or take 3 (1d6) piercing damage from thorns.
    Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage.
  • Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon’s path.
  • Rodents and birds within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.

If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their thorns.

Habitat: Mountain

Kigraverson

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