Gargantuan Dragon, Lawful Evil
Armor Class 21 (natural armor)
Hit Points 385 (22d20 + 154)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
27 (+8)
DEX
12 (+1)
CON
25 (+7)
INT
20 (+5)
WIS
17 (+3)
CHA
19 (+4)
Saving Throws DEX +8, CON +14, WIS +10, CHA +11
Skills Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8
Damage Immunities Acid, Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages Common, Draconic, Goblin, Infernal, Sylvan
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Amphibious. Caninbearing can breathe air and water.

Legendary Resistance (3/Day). If Caninbearing fails a saving throw, he can choose to succeed instead.

Acidic aura. (2/day). Caninbearing manifests toxic gas around himself in a twenty foot radius as a passive trait that he can activate and leave on and off. Every round a character is within twenty feet of him when it is activated takes 1d20 acid damage.

Charmer. Caninbearing has advantage on all social checks, such as deception, persuasion, etc, unless they have already been deceived by him and know that he has deceived them. 

Sylvan Menace: Caninbearing deals double damage to all Fey and creatures related to Fey, such as gnomes, elves, Moonstone dragons, and in some cases, goblins. 

Spellcaster: Caninbearing is an 8th level spellcaster who uses innate magic. Charisma is his spellcasting modifier. 

Cantrips: Acid splash, Chill touch, Friends, Mold earth, Prestidigitation

First level spells (four spell slot). Detect magic, Comprehend languages, Charm person 

Second level spells (Three spell slots). Crown of madness, Alter self, Charm person

Third level spells (Three spell slots). Charm person, Tongues, Stinking Cloud 

Fourth level spells (Two spell slots). Banishment, Polymorph, Charm person

Actions

Multiattack. Caninbearing can use his Frightful Presence. He then makes three attacks: one with his bite and two with his 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 Caninbearing’s choice that is within 120 feet of him 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 Caninbearing’s Frightful Presence for the next 24 hours.

Poison Breath (Recharge 5–6). Caninbearing 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.

Legendary Actions

Caninbearing 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. Caninbearing regains spent legendary actions at the start of its turn.

Detect. Caninbearing makes a Wisdom (Perception) check.

Tail Attack. Caninbearing makes a tail attack.

Wing Attack (Costs 2 Actions). Caninbearing beats his wings. Each creature within 15 feet of him must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Caninbearing can then fly up to half his flying speed.

Description

Caninbearing is a 1,000 year old Green dragon who has started to make his mark on wider society. Unlike other dragons who rely on creating magical bloodlines with lesser races or by using change shape to maintain their power within the society of smaller races, Caninbearing has never polymorphed himself and refuses to learn magic to change his bodily image, which he considers to be perfect.

His method of rising to power involves his deep knowledge of potions and social manipulation. He has taken on Captain Grackle the hobgoblin as his “business partner” to overthrow a human kingdom who was enslaving goblins, and he plans to use this as a means for greater power. He also convinced Queen Amidala that Feybliss was going to leave her, and has taken control of a huge stretch of land she controls, both without him going into battle to accomplish his goals. Despite his great strength, he is a coward at heart who won’t hesitate to flee from any battle that even slightly disadvantages him-he knows that the upside of living as long as a dragon is that he can always make more plans as he wishes in the future. 

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.

Lair Actions

On initiative count 20 (losing initiative ties), Caninbearing takes a lair action to cause one of the following effects; he 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 Caninbearing can see within 120 feet of himself. 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 Caninbearing uses this lair action again or when he dies.
  • A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of Caninbearing. 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 Caninbearing can see within 120 feet of himself. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by Caninbearing until initiative count 20 on the next round.

Regional Effects

The region containing Caninbearing’s lair is warped by his magic, which creates one or more of the following effects:

  • Thickets form labyrinthine passages within 1 mile of Caninbearing’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, Caninbearing leaves no physical evidence of his 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 his path.
  • Rodents and birds within 1 mile of Caninbearing’s lair serve as his eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.

If Caninbearing 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.

Habitat: Forest

Huggletime

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