Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
gift of life
all creatures within 30ft of the dragon have resistance to necrotic damage, and are restore twice as much hp from healing spells.
innate spellcasting
the dragons spellcasting ability is charisma
at will:plant growth,spare the dying
3/day:mass healing word,regenerate
1/day: mass heal reincarnation
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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. 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.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Breath of life. The dragon exhales a blast of powerful sound in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) thunder damage and become deafened until the end of their next turn on a failed save, or half as much damage and no deafened on a successful one.The dragon can choose any number of creatures within the breath weapon to ingore it's effects and instead heal 1d6 hit points.
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 Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
very rarely (every 1 in 230 emerald dragons born) a emerald dragon is Born to hold the power of life and growth.These emerald dragons are much less reclusive and brooding and prefer to share their gift of life with the world.
Lair and Lair Actions
A Emerald Dragon’s Lair
Emerald dragons dwell in forgotten and hard to find caves.These lairs are built to keep intruders out and are decked with endless traps,trials and puzzles of the dragons design.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
- A plant bursts from a point within the dragons lair all creatures within 10ft of the point must make a dc 20 dex save or become restrained until the end of the next turn.
Regional Effects
The region containing a legendary silver dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects.
- life blooms and grows at an acelerated rate within the dragons lair the ground counts as difficult terrain from the endless plant growth
- The terrain of the dragons lair shift from time to time
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