Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) 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 19 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.
Poison Breath (Recharge 5–6). The dragon exhales poisonous gas in a 90-Â-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.
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 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
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.
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:
- 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.
I know you're down here, Raishan! Show yourself!
*mutters angrily in keylethian*
Ah, I see you're a man of culture as well.
*angrily mutters into the distance, waving a long and bony finger into the air*
okra shouts Raishan Show yourself!
Stupid thing is my level 20 monk could probably take this bad boy....
Poison immunity, invisibility, stun, and a one hit or 10D10 necro damage.
Can your level 20 monk fly?
suppose it would depend on the race, something like an Aarakocra could fly at 80ft pretty easily and catch up to it
Invisibility against blindsight?
Why does its Claw attack do 4d6 damage when all other dragons only do 2d6 (plus modifier)?
They're nasty bois
Any other dragon has a claw attack of 2d6 and this one, in particular, has a 4d6 isn't the red dragon supposed to be the strongest? is it an errata? the younger versions of the green dragon have the same number of dices as the other dragons it's just this one that is different.
Anyone knows why?
It could be a balancing for the fact that poison damage is one of the most common immunities and resistances
Makes sense I just find it funny that the red dragon is supposed to be the strongest and a green can just ***** slap him into submission XD
Seeing as the red has 150 more hp, 1 extra AC, 2 more to hit with attacks, and 2 extra damage with every attack and more than 10 extra damage with its breath weapon, I don't think so. The green dragon needs a 7 to hit the red and the red only needs a 4. The red only needs a 6 to save for half damage against Green's breath weapon, but green needs to role a natural 16 to save against the fire breath. An extra (14)4d6 damage per turn isn't going to mean all that much against those disadvantages.
You will need more than 100 points of damage if you want to beat it.
I don't know why it's a green dragon thing, but 4d6 makes more sense for a Gargantuan monster anyway, 2d6 is what, normal sized greatsword damage + a few points for strength? You'd think they could do much more damage than that just by stepping on people. I don't like how dependent on breath attacks dragons are, thus recharge is important, thus good or bad recharge rolls can entirely dictate the difficulty of a battle using normal rules (though a party going against an ancient green should have poison immunity, maybe that's why they get 4d6 claws).
"CALL ME CHILD ONE MORE GODDAMN TIME!"
Keyleth is what I named my high-elf wizard
Isn't the first phrase of the description "The most cunning and treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies." contradictory with the fact that it's allignement is lawful evil?
I was confused about that. It just doesn't make any sense, and I can't think of a reason why it's Lawful.