Amphibious. Zaxath can breathe air and water.
Legendary Resistance (3/Day). If Zaxath fails a saving throw, he can choose to succeed instead.
Innate Spellcasting. Zaxath's spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
1/day each: project image, mirage arcane, prismatic spray, teleport
Spellcasting. Zaxath is an 15th-level spellcaster. His spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). Zaxath has the following sorcerer spells prepared:
Cantrips (at will): prestidigitation, acid splash, mind sliver, friends, blade ward, dancing lights
1st level (4 slots): expeditious retreat, shield, tasha's caustic brew
2nd level (3 slots): detect thoughts, blur, mirror image
3rd level (3 slots): enemies abound, counterspell
4th level (3 slots): vitriolic sphere, greater invisibility
5th level (2 slots): dominate person,
6th level (1 slot): mass suggestion
7th level (1 slot): whirlwind
8th level (1 slot): dominate monster
Multiattack. Zaxath can use its Frightful Presence. He 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: 21 (2d10 + 10) piercing damage plus 10 (3d6) poison damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 24 (4d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of Zaxath's choice that is within 120 feet of him and aware of him must succeed on a DC 20 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 Zaxath's Frightful Presence for the next 24 hours.
Chlorine Breath (Recharge 5–6). Zaxath exhales concentrated chlorine gas in a 90--foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 42 (12d6) poison damage plus 42 (12d6) acid damage on a failed save, or half as much damage on a successful one.
Zaxath 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. Zaxath regains spent legendary actions at the start of his turn.
Cantrip. Zaxath casts a cantrip.
Tail Attack. Zaxath makes a tail attack.
Wing Attack (Costs 2 Actions). Zaxath beats his wings. Each creature within 15 feet of Zaxath must succeed on a DC 24 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Zaxath can then fly up to half his 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.
Zaxath has massed much elemental energy and amassed much magical knowledge, having achieved wyrm status, he boasts as being most most powerful and clever dragon in the world, a claim that is not too far off from the truth. Zaxath spends much of his time using his slaves and followers along side his magic to manipulate and otherwise influence various towns and governments within range of his territory, earning him the title, for those that know of the dragon, "The Puppeteer", though most believe this to be but a rumor and dismiss it, little do they know this only allows Zaxath's plans to go even further unhindered.
Lair and Lair Actions
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.
Zaxath lives in such a forest, living within one of the largest forests in the world, using it as his base of operations for his schemes, manipulating nearby nations via his magical prowess, charisma, and slaves who he has infiltrate governments to further his agendas and twist laws in his favor, aiming to one day rule the world, ideally without anyone realizing it.
Lair Actions
On initiative count 20 (losing initiative ties), Zaxath takes a lair action to cause one of the following effects; Zaxath 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 Zaxath can see within 120 feet of him. That area becomes difficult terrain, and each creature there must succeed on a DC 17 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 17 Strength check and succeeds. The roots and vines wilt away when Zaxath uses this lair action again or when Zaxath dies.
- A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of Zaxath. 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 17 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 17 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 10, 30 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 Zaxath uses this lair action again or when Zaxath dies.
- Magical fog billows around one creature Zaxath can see within 120 feet of it. The creature must succeed on a DC 17 Wisdom saving throw or be charmed by Zaxath 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 17 Dexterity saving throw once each round it’s in contact with the thickets or take 7 (2d6) 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, Zaxath 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 Zaxath’s path.
- Rodents, birds, and plant creatures within 1 mile of Zaxath’s lair serve as Zaxath’s eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.
If Zaxath dies, the rodents, birds, plant creatures 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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