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--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.
Green Dragons have a bit of a devil feeling, lawful evil due to the ability to set up contracts and deals with many small print for the party to miss
Their is an extra space.
No one messes with Grandpa
My understanding is what determines the dragons' alignments is what kind of environment the prefer to work in. Reds care only for themselves and act purely on self interest and their own pride, no other code of conduct. Blacks just like to destroy and torture, they see no need for order or consistency. Whites are just savage hunters and prefer wilderness to civilization. So all three of these are Chaotic because the prefer to work in lawless environments.
Meanwhile Blues like to build networks of servants who do their bidding and protect them, pretty obviously lawful. Greens are a little tricky but the main thing is they thrive in areas where law and order exist. They like to corrupt and deceive others, using the laws, habits, and motives of others to destroy them from the inside. A green dragon prefers politics, fear, and lies than savagery or impulse. So Greens are lawful as well.
agree, they are the draconic version of devils imo.
DM question: if I wanted to harvest the poisonous fluid that gets aerosolized into the breath weapon, would you say that the poison would do the same damage as the breath weapon? Other harvestable poisons/venoms from things like wyverns or purple worms do the same damage when applied via weapon as when injected via stinger.
The green dragon, laughs in blindsight and 2d10+8d6+24 slashing damage.
Trickery can be well within the bounds of "lawful." It's not the dragon's fault you didn't understand what they said.
Asmodeus, Archdevil of Archdevils, Master of the Nine Hells, God of Trickery, Lord of Lies, and the one who mic dropped "Read the fine print." on Mount Celestia, is the epitome of Lawful Evil. Literally the overlord of the plane of Lawful Evil. And yet his bread and butter is trickery and misdirection.
well unlike other dragons they have upturned toes.
"go home Alexander that's an order from your commander GO HOME!"
that last one was a joke from
by that last one I mean
also its son.
Does anyone have or know how to make an ancient green dragon statblock with it being a 17th-20th level wizard caster?
I'd say that's lawful evil, lawful evil tends to be someone who 1. has enemies and 2. Loves revenge and or manipulation. It says enemies so I assume that refers to the people who have done things it doesn't like
"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."
Green Dragon Spellcasting
plant growth: If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius cantered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
Plant growth is not concentration, nor has a time limit, it is permanent and free for the dragon to use, and why wouldn't it be doing so constantly, they are the forest dragons after all.
Meaning that the thickets actually would cause use 8 foot of movement per one foot moved. But lets continue.
If I may use the devils ideas of following the letters of the law and perhaps not reason, neither the thicket ability nor plant growth ever actually use the words 'difficult terrain''. Now, being in a forest, everything should already be difficult terrain, "adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground--all considered difficult terrain." but if, for whatever reason, the area isn't, the green dragons vine growth lair action can make it so. In any case, this causes any creature in these areas to move at half speed, now making the thickets cost 16 ft of movement to move one foot.
We done? Nope, Wing attack to knock the target prone, crawling halves their speed. 32 feet
Green dragons love to use corrupted elves as slaves, well the drow have been shown to be corrupted before so they must be an easy target. In the green dragons lair where only the tiny amount of sunlight that is able to pierce the canopy is dampened further by fog, it may just be one of the only places the drow could function normally on the surface, they could not run from the suggestion magic and enchanting mists, nor could they fight back, their battleplans typically relying on drow poision and spider venom, both of which the green dragon is immune. The drow would probably make the best slaves in the green dragons lair due to the superior dark vision needed to see anything around here.
The drow can make tentacle rods which half the targets speed again, now taking 64 feet to move one foot. The drow also themselves are slavers, among the ranks of their slaves could be a spellcaster who knows the slow spell, otherwise the now enslaved drow can help out with their expertise in taking slaves, using the drow poison, which the green dragon can use his plant growing abilities to increase production of, and retrievers to capsure someone who could. Hallfing speed, 128 ft of movement to cover one actual foot
...Or I mean you could have just grappled them.
I am pretty sure because of their nature of being deceptive and persuading