Amphibious. The Dragonborn can breathe air and water.
Legendary Resistance (2/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The Dragonborn makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 4) piercing damage plus 5 (2d6) poison damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 4) slashing damage.
Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 4) bludgeoning damage.
Poison Breath (Recharge 4). The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking (12d6) poison damage on a failed save, or half as much damage on a successful one.
The dragon can take 2 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.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
An Ancient Green Dragonborn is os Green Dragon lineage. 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 a full height just behind the skull.
Lair and Lair Actions
The notorious Green Dragonborn is a myth in most parts of the world but is said to live in caves amount the lush forests where its Green Dragon brethren live. He is said to be fiercely protective of his territory sometimes compete for territory and his hoard.
At the center of its family's forest, the green dragon Dragonborn 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:
- 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 12 (2d8) 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 12 (2d8) 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.
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