Amphibious. The dragon can breathe air and water.
Shadow Stealth. While in dim light or darkness, the dragon can take the Hide action as a bonus action.
Living Shadow. While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic, or radiant.
Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) necrotic damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Shadow Breath (Recharge 5-6);
The dragon exhales a shadowy torrent of smoke in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 42 (12d6) necrotic damage on a failed save, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. Or half as much damage on a successful one. A humanoid that dies, or is reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control.
Description
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.
Lair and Lair Actions
The forest-loving green dragons sometimes compete for territory with black dragons in marshy woods and with white dragons in subarctic taiga. However, a forest controlled by a green dragon is easy to spot. A perpetual fog hangs in the air in a legendary green dragon’s wood, carrying an acrid whiff of the creature’s poison breath. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast, and every sound seems muffled.
At the center of its forest, a green dragon chooses a cave in a sheer cliff or hillside for its lair, preferring an entrance hidden from prying eyes. Some seek out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation.
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:
- A Magical 10-foot radius fog billows around a point the dragon can see within 120 feet of it of. All creatures within must succeed on a DC 15 Wisdom saving throw or be frightened by the dragon until initiative count 20 on the next round.
- A 15-foot radius sphere of magical darkness appears centered on a point within 120 feet of the dragon, as if under the affects of the darkness spell. The dragon and any other creature related to a shadow dragon can see through this darkness. The darkness disappears when the dragon uses this lair action again or when the dragon dies.
- All creatures within the lair must succeed on a DC 15 Constitution saving throw or their Strength score is reduced by 1. Creatures die if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
If a humanoid dies by this attack, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control.
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:
- 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.
- Within 1 miles of its lair, no matter what time of day, the area can be no more illuminated than dim-light.
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.
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