Armor Class 23 (natural armor)
Hit Points 1000 (60d20 + 340)
Speed 60 ft., Fly 150 ft., Swim 60 ft., Burrow 60 ft., Climb 30 ft.
STR
30 (+10)
DEX
10 (+0)
CON
30 (+10)
INT
25 (+7)
WIS
23 (+6)
CHA
30 (+10)
Saving Throws STR +19, DEX +9, CON +19, INT +16, WIS +15, CHA +19
Skills Animal Handling +21, Arcana +30, Deception +21, History +30, Insight +17, Intimidation +21, Medicine +30, Nature +30, Perception +17, Persuasion +21, Religion +30, Stealth +10
Damage Resistances Acid, Force, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Poisoned
Senses Blindsight 200 ft., Darkvision 360ft., Passive Perception 30
Languages Common, Draconic, Druidic, Dwarvish, Elvish, Goblin, Orc, Primordial, Sylvan
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Amphibious. The dragon can breathe air and water.

Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Spellcasting. The Dragon is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). The dragon has the following Arcane and Divine spells prepared: 

Cantrips (at will): Acid Splash, Druidcraft, Friends, Message, Mind Sliver, Poison Spray, Prestidigitation, Thorn Whip, Vicious Mockery 

1st level (9 slots): Bane, Charm Person, Command, Cure wounds,Dissonant Whispers, Shield 

2nd level (8 slots): Acid Arrow, Darkness, Hold Person, Invisibility, Mind Spike, Mirror Image, Suggestion 

3rd level (8 slots): Counterspell, Dispel Magic, Enemies Abound, Fireball, Spirit Guardians, Thunder Step, Vampiric Touch. 

4th level (7 slots): Banishment, Dimension Door, Grasping Vine, Greater Invisibility, Phantasmal Killer, Polymorph, Stone Shape 

5th level (7 slots): Dominate Person, Geas, Greater Restoration, Hold Monster, Modify Memory, Synaptic Static, Transmute Rock,  Wall of Stone

6th level (6 slots):Contingency, Disintegrate, Druid Grove, Flesh to Stone,Harm, Heal, Mass Suggestion, Move Earth, Wall of Thorns 

7th level (5 slots): Finger of Death, Plane Shift, Regenerate, Resurrection,  Simulacrum, Teleport 

8th level (4 slots): Clone, Dominate Monster,Earthquake, Feeblemind, Maddening Darkness

9th level (3 slots): Imprisonment, Power Word Kill, Psychic Scream, Time Ravage, True Resurrection, Wish

Nexus Touched. The Dragon's close bond with the Nexus it guards has endowed it with the ability to maintain concentration on two spells simultaneously.  

Avatar of The Green Nexus (Mythic Trait; Recharges after a Short or Long Rest). When Caerosivous is reduced to 0 hit points for the first time, it doesn't die or fall unconscious.  Instead, it is restored to three quarters of its maximum hit points (667) and it regains 30 levels worth of spell slots spent however it chooses on no spell greater than 8th level. It regains all of its legendary resistances plus one additional resistance for 6 in total. Similarly, Caerosivious may take 6 legendary actions each round.  It makes all its attacks at advantage and treats a roll of 18, 19, and 20 as a critical hit. It may concentrate on up to three spells at the same time. At the end of each of its turns Caerosivous regenerates 40 (5d10 +10) hit points unless they've taken necrotic damage this turn. A green gem above the heart of Caerosivous emerges and glows a with a bright green light. The gem has an AC of 28, 500 hit points and is immune to necrotic, acid, and poison damage from spells and from bludgeoning, piercing, and slashing damage from non-magical sources and automatically succeeds all saving throws. If the gem would take such damage, Caerosivous regains that many hit points.  If the gem takes damage from any other source, Caerosivous takes twice as much damage. If the gem is reduced to 0 hit points it ceases to glow, Caerosivous is destroyed and reduced to dust leaving behind only the inert gem which grows a tree that is 500 feet tall with a circumference of 160 feet around it after 10 minutes. While the gem lays upon the ground a character of at least 20th level may make a DC 25 charisma check, if they succeed they may gain the benefits of the wish spell. This DC increases by 1 each time it is used before the tree is grown. After Caerosivous completes a short or long rest the gem recedes back into their chest. 

Actions

Multiattack. The dragon can use its Frightful Presence, or its breath weapon. It then makes four attacks: one with its bite, one with its tail, and two with its claws.

Bite. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 39 (4d10 + 15) piercing damage plus 32 (8d6) poison damage.

Claw. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 39(6d6 + 15) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 40 ft., one target. Hit: 45 (6d8 + 15) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 500 feet of the dragon and aware of it must succeed on a DC 27 Wisdom saving throw or become frightened for 1 day. 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 (Recharge 4–6). The dragon exhales poisonous gas in a 90-­-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking  (30d6) poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 5 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 Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 27 Dexterity saving throw or take 31 (4d6 + 15) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Cantrip: The dragon casts one of its cantrips

Cast a Spell 1st- 3rd level:  The dragon can cast a spell no greater than 3rd level

Cast a Spell 4th-6th level (Costs 2 Actions).  The dragon casts a spell of no greater than 6th level. 

Cast a Spell 7th-9th level (Costs 4 Actions). The dragon casts a spell of 9th level or lower. 

Recover a Spell slot of 5th level or lower (Costs 3 Actions). The dragon regains a spell slot of 5th level or lower. 

Recover a spell slot of 6th or 7th level (Costs 4 Actions). The dragon regains a 6th or 7th level spell slot. 

Recover a spell slot of 8th level  (Costs 5 Actions). The dragon regains an 8th level spell slot. 

Mythic Actions

For an hour after its mythic trait is activated Caerosivous may use the below actions as part of its legendary actions.

Noxious Aura (Costs 3 actions). All creatures within a radius of 45 feet of Caerosivous must make a DC 27 constitution save those that fail take 15d6 poison damage and gain the poisoned condition. On a success they take half as much damage and are not poisoned. 

Stir The Earth (Costs 6 actions). Caerosivous creates 6d6 Trents that immediately act to defend him. Once this action has been used It cannot be used again until Caerosivous has completed a short or long rest. 

Summon Primal Allies (Costs 3 actions). Caerosivous Conjures 6d4 tyrannosaurus rexes. Once this action has been used It cannot be used again until Caerosivous has completed a short or long rest.  

Jagged Upheaval. Caerosivous creates a 60 foot line of 10 foot tall jagged spikes from the earth. creatures along the affected area must make a DC 27 dexterity save or take 6d6 piercing damage, half as much on a success. This line becomes rough terrain for creatures of size huge or smaller. 

Rooted Resilience (Costs 4 Actions). Until the end of Caerosivous's next turn their speed becomes 0, their AC becomes 25, they roll all saving throws except dexterity saves at advantage, and they can't take reactions. Caerosivous regains 100 (15d10+10) hitpoints.

Description

According to the Old Lore this a great wood that exists in a place between places to which ancient greens can go at the end of their life. Where they may choose to bond with the land itself and join the collective knowledge of the Nexus that has been created there.  This place is said to be drunk with the power, wisdom, and spirits of these dragons.  A place full of boundless growth and fertility, where the flora and fauna are wilder and fiercer than anywhere else in the multiverse. This great wood is steeped in the energies of the Fae Wilds, The Elemental Plane of Earth, and something deeper more wild and primordial that is uniquely its own. With each dragon that brings itself to this place that ends its life in this way adds its wisdom, its power, and its energies to that of the land. 

This burial ground, this Nexus of The Green is a place of great importance to all green dragons and perhaps the only thing they might ever agree to work on cooperatively as a species.  To that end they charge the greatest and most powerful amongst them to become its guardian. This guardian becomes bonded to the Nexus through its heart. This bond infuses the dragon with power and size it would never naturally know and grants it extreme longevity. This bonding grants the dragon the access to the knowledge of the Nexus but curses it to be bound to the land itself, unable to travel more than 100 miles from the nexus. When the dragon begins to near the end of its incredibly extended life it will call to another Green worthy to take its place. When this heir arrives the guardian does battle with the prospective heir. If their heir wins, they claim the heart and become the new guardian. If the Guardian wins, they claim the heart of the lifeforce of the perspective heir and extend their life even further. Caerosivous has called to nine perspective heirs, and is nearing his time to call for a tenth. 

The most cunning and treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. A green dragon is recognized by the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull. Although Greens tend to be smaller than the rest of their chromatic cousins, Caerosivous is a truly colossal dragon. Standing 90 feet tall at the shoulder with a total length nearly twice that and a wing span of over 200 feet. He sleeps decades if not centuries between his bouts of wakefulness and when he sleeps its not uncommon for him to become cover in dirt and vegetation to the point that he can be mistaken for a great hill or small mountain. Caerosivous is a dangerously clever, and frighteningly wise dragon he plans and manipulates in a way that would make the rest of the greens envious. He will beguile and trick his enemies before he'd do battle with them. Yet if pushed, he will fight and things around him will die in his displeasure. 

 

Lair and Lair Actions

Caerosivous dwells at the heart of a arboreal valley with an area of over 7500 square miles that is flanked on three sides by a mountain range that forms the shape of a dragon's head. This massive old growth forest is completely wild and untamed with very very sparse pockets of settlement. The trees are massive many with heights in excess of 150 feet. The plants of this forest are thorny and frequently poisonous, some have become carnivorous and actively predatory. The Fauna is similarly altered by the presence of the Nexus and Caerosivous themself. These creatures will be at least one size category larger than their mundane cousins, many herbivores will be omnivores, and omnivores have frequently become obligate carnivores. The overwhelming majority of the flora and the fauna of the valley are poisonous, venomous, or both. This valley is a clearly dangerous and inhospitable place yet it is not without its own sapient denizens. Within the forest exists a number of settlements whos denizens worship the guardian of the Nexus as a god. These denizens are hard, aggressive, and intimidating people who distrust outsiders to a xenophobic extent. Caerosivous considers these peoples to be a fundamental part of their hoard and some of their most favored trinkets. 

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 200 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 20 Strength saving throw or be restrained by the roots and vines. At the end of each of their turns, a creature restrained this way takes 8 (2d6) piercing damage from thorns creatures damaged by the thorns take 12 (3d6) poison damage and must then make a DC 18 Constitution saving throw those that fail gain the poisoned condition. If the creature is already poisoned, failing this save causes the creature to gain 1 level of exhaustion.  A creature can be freed if it or another creature takes an action to make a DC 20 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 200 feet of the dragon. The wall is up to 100 feet long, 30 feet high, and 10 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 20 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 damaged this way takes an additional 12 (3d6) poison damage and must then make a DC 18 Constitution saving throw those that fail gain the poisoned condition. If the creature is already poisoned, failing this save causes the creature to gain 1 level of exhaustion.  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 20 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, a creature damaged this way takes an additional 12 (3d6) poison damage and must then make a DC 18 Constitution saving throw those that fail gain the poisoned condition. If the creature is already poisoned, failing this save causes the creature to gain 1 level of exhaustion. Each 10-foot section of wall has AC 5, 45 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 200 feet of it. The creature must succeed on a DC 20 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round and perceive their party members as enemies attacking the closest party member to themselves. a creature charmed this way chooses to automatically fail the save against any spell Caerosivous casts upon them. 
  • An 80 foot deep, pit with a 10 foot radius lined with barbed and thorny vines opens beneath a creature the dragon can see within 200 feet of it. The creature, and any other in the area of the pit, must make a DC 20 dexterity save or fall into the pit. A creature that falls into the pit takes 8 (2d6) piercing damage 12 (3d6) poison damage and must then make a DC 18 Constitution saving throw those that fail gain the poisoned condition. If the creature is already poisoned, failing this save causes the creature to gain 1 level of exhaustion. The pit ejects its contents, inflicting its damage again, and closes if the dragon uses this lair action again

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 20 miles of the dragon’s lair. The thickets act as 30-foot-high, 15-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 8 (2d6) piercing damage from thorns creatures damaged by the thorns take 12 (3d6) poison damage and must then make a DC 18 Constitution saving throw those that fail gain the poisoned condition. If the creature is already poisoned, failing this save causes the creature to gain 1 level of exhaustion. 
    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 20 miles 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.
  • Animals with an intelligence of less than 12 within 10 miles 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.
  • Creatures born in this region are steeped in the energies of the nexus, they are more primal and wild than others of their kind. they might grow boney protrusions and coverings, spines, horns or other such defensive and offensive implements. Likewise all creatures in the valley are resistant to poison and are either poisonous, venomous, or both. Predatory creatures have heightened sense, are more resilient and harder to kill as their wounds heal at a greatly accelerated rate. 

If Caerosivous dies, the animals lose their supernatural link to them. The thickets remain but become wild and aggressive seeking to bring down and kill any creature that wanders too close until such time as there is a new guardian for the Nexus. 

Previous Versions

Habitat: Forest

Morrighan_Eris

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