Large Dragon, Neutral
Armor Class 21 (natural armor)
Hit Points 250 (25d10 + 154)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR
20 (+5)
DEX
14 (+2)
CON
25 (+7)
INT
25 (+7)
WIS
18 (+4)
CHA
17 (+3)
Saving Throws DEX +6, CON +11, WIS +8, CHA +7
Skills Deception +11, Insight +10, Perception +10, Persuasion +11, Stealth +8
Damage Immunities Acid, Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages Common, Draconic
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Amphibious. The dragon can breathe air and water.

 

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: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 5) piercing damage plus 10 (3d6) poison damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (3d6 + 5) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 5) bludgeoning damage.

From Green. Each turn taken the green dragon summons another shrieker to the field.

From Darkness: The dragon may enter shadows once per two turns making a stealth roll with advantage.

Acid Poison Breath (Recharge 5–6). The dragon exhales poisonous gas and a jet of acid in a 50-­-foot jet. Each creature in that area must make a DC 15 Constitution saving throw, taking 36 (6d6) poison damage on a failed save, or half as much damage on a successful one.

Atonement with Nature: The green dragon is able to call forth roots from the ground to snare two enemies within 30 feet. The target creature must make a 15 dex saving throw or else be entangled by the roots requiring a 15 strength saving throw to break out on their next turn taking up that turn's duration.

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 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

This Dragon was created as a hybrid between a black and green dragon. They are a very confused and conflicted being because of their constantly conflicting emotions between chaotic and lawful tendencies.

Lair and Lair Actions

These dragons create forests in areas that there would not normally be. Their life force grows trees and foliage around them. They stay in these areas unless disturbed or when they give into their chaotic tendencies to seek out civilization and destroy everything in their path. Their forest is where they will always return to after going out for whatever reason.

Lair Actions

If the dragon is in their own forest they may rest and within ten minutes regain their health by drawing upon the forest they have attuned to. 

Each Black Green Dragon is only able to grow one home forest and cannot ever grow another.

 

Habitat: Forest

4Jayco

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