Thorn spikes. the dragon has needle like thorns on its body, any creature that makes a melee attack within 5 feet of the dragon takes 5d4 piercing damage plus 1d6 poison damage.
Amphibious. the dragon can breath air and water.
Spellcasting. The adult nature dragon is a 7-level spellcaster. Its spellcasting ability is wisdom (spell save DC 3, +5 to hit with spell attacks). The young nature dragon has following spells prepared:
cantrips ( at will ) : mold earth, primal savagery, acid splash, druidcraft, poison spray, thorn whip.
1st level : animal friendship, entangle, purify food and drink, speak with animals, goodberry, catapult, hail of thorns, earth tremor.
2nd level : animal messenger, spike growth, locate animals or plants, dust devil, dragon's breath.
3rd level : conjure animals, meld into stone, plant growth, erupting earth.
4th level : conjure woodland beings, grasping vine, locate creature, polymorph, stone shape, tree stride, guardian of nature, vitriolic sphere.
5th level : awaken, cloudkill, commune with nature, creation, wall of stone, wrath of nature.
6th level : conjure fey, sunbeam, transport via plants, wall of thorns, investiture of stone.
7th level : teleport, prismatic spray, power word pain.
Multiattack. the nature dragon makes four attacks : two with its claws, one with its bite and one with its tail.
Bite. melee weapon attack : +9 to hit, reach 10 ft., one target. hit : 2d10 piercing damage plus 3d4 poison damage.
Claw. melee weapon attack : +9 to hit, reach 5 ft., one target. hit : 2d6 slashing damage.
Tail. melee weapon attack : +9 to hit, reach 15 ft., one target. hit 3d8 bludgeoning damage.
Poison breath ( recharge 5-6 ). the dragon exhales poisonous gas in a 60-foot cone. each creature in that area must make a constitution saving throw of 15 or higher taking 5d1o poison damage, or half as much damage on a successful one.
Flowering breath ( recharge 5-6 ). the dragon exhales a soft breeze with flower petals in it, each plant the dragon can see within range becomes enchanted and is under the dragon's control until they are killed or until dispelled, the plants will be listed below.
the nature dragon can summon and command these monsters : gas spore, shrieker, violet fungus, myconid sprout, quaggoth spore servant, myconid adult, myconid sovereign, earth elemental, shambling mound.
the nature dragon can take three 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 next turn.
Roar of thorns ( cost 1 action ). the nature dragon roars and exhales a blast of wind carrying poisonous thorns in a 60-foot cone. each creature in that area must make a dexterity saving throw of 16 or higher, taking 12d10 piercing damage plus 2d4 poison damage or half as much damage on a successful one.
Spores ( cost 1 actions ). the dragon releases hallucinatory spores into the air giving it the ability to make illusions and cast illusion spells, the dragon can cast these spells :
blur, color spray, greater invisibility, hallucinatory terrain, hypnotic pattern, major image, minor illusion, mirage arcane, mirror image, nystul's magic aura, phantasmal force, programmed illusion, project image, seeming, silent image, weird, illusory dragon.
Wing attack ( cost 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
Nature dragons are quit, sneaky and nasty tempered. like green dragons nature dragons use trickery to manipulate their prey and foes but unlike their kin they they don't choose between Tiamat or Bahamut but like to live their own lives and alignments. a wyrmling nature dragon's scales are shades of black and dark green. as nature dragons age, their scales grow larger and lighter, turning shades of forest green, emerald and olive green to help it blend in to its forest home. as a nature dragon ages it grows magical flowers and plants from it's head down its back to the end of its tail so a nature dragon wyrmling has small twigs and roots until it becomes a young dragon it has seedlings and small plants once an adult it has full flowers and plants and then when their ancient dragons they look like they have a small forest or garden on their back. once an adult nature dragons can release deadly spores and poisonous plants.
Lair and Lair Actions
most nature dragons make their lairs in forests and large fields.
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 nature 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 poison- and acid 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.
- peaceful animals 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.
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