Huge Plant, Neutral Good
Armor Class 19 (Natural Armour)
Hit Points 210 (18d12 + 93)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR
23 (+6)
DEX
10 (+0)
CON
22 (+6)
INT
16 (+3)
WIS
15 (+2)
CHA
14 (+2)
Saving Throws DEX +5, CON +11, WIS +7
Skills Insight +7, Perception +12, Stealth +10
Damage Immunities Poison
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic, Sylvan
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Amphibious. The dragon can breathe air and water.

Avatar of Nature. If the dragon is killed but its forest isn't damaged, it can reform at its lair after 3d10 days, regaining all its hit points.

Actions

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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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 15 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.

Needle Breath (Recharge 5–6). The dragon exhales needles in a 40-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 60 (12d10) piercing damage on a failed save, or half as much damage on a successful one.

Legendary Actions

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 10 feet of the dragon must succeed on a DC 20 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

"A plant that acts like a dragon... nope, I got nothing to add to this one." - Elin Gentleheart, Adventurer

Avatar of Nature. In times most dire, when the land is threatened, the spirits of nature coalesce into one form. A Forest Dragon is only seen when a forest is under extreme threat. These plants will defend their home until the threat has been abated or the forest is destroyed. Only once the forest is destroyed, is a Forest Dragon truly dead.

Green Guardian. Forest Dragons are not usually hostile unless they believe a creature to pose a threat to the surrounding nature. They seem to not choose to kill the threat unless necessary, often trying to intimidate the threat into going away.

Lair and Lair Actions

 A Forest Dragon lairs in the heart of the forest, where it was formed by the innate magic of the land. The epicentre tends to be an old oak tree that was the catalyst for the Forest Dragons birth. If the tree is threatened, or any plant-life on it, the dragon will fight tooth and claw to protect it as it allows the dragon to reform quicker, should the dragon fall. 

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 forest dragon’s lair is warped by the dragon’s natural magic, which creates one or more of the following effects:

  • Plantlife within 6 miles of the dragons lair, grows and blooms healthily, the area having a pleasant smell as the flowers bloom. In addition, insects and other woodland beings thrive, serving their purpose of aiding nature.
  • Within 2 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.
  • Birds within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. Their songs act as information for the dragon, telling it of all goings-on.

If the dragon dies, all effects fade over 1d10 days, returning to normal.

Previous Versions

Name Date Modified Views Adds Version Actions
7/15/2021 12:47:15 PM
67
17
1
Coming Soon

Monster Tags: plant

Habitat: Forest

TomTedH

Comments

Posts Quoted:
Reply
Clear All Quotes