Amphibious. The greatwyrm can breathe air and water.
Legendary Resistance (4/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead.
Poisonous Body. Any creature that touches the greatwyrm or hits it with a melee attack takes 13 (2d12) poison damage.
Toxic Anger (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 382 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 120,000 XP (240,000 XP total) for defeating the greatwyrm after its Toxic Anger activates.
Unusual Nature. The greatwyrm doesn’t require food or drink.
Multiattack. The greatwyrm can use its Frightful Presence then makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) poison damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 24 (4d6 + 10) slashing damage.
Frightful Presence. Each creature of the greatwyrm's choice that is within 120 feet of the greatwyrm and aware of it must succeed on a DC 25 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 greatwyrm's Frightful Presence for the next 24 hours.
Spellcasting. The greatwyrm casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21):
1/day each: grasping vine, invisibility, mass suggestion, plant growth, speak with animals
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Poison Breath (Recharge 5–6). The greatwyrm exhales poisonous gas in a 300-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 91 (26d6) poison damage. On a successful save, the creature takes half as much damage.
The greatwyrm 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 greatwyrm regains spent legendary actions at the start of its turn.
Attack. The greatwyrm makes one Claw or Tail attack.
Wing Attack (Costs 2 Actions). The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The greatwyrm can then fly up to half its flying speed.
Arcane Spear (Costs 3 Actions). The greatwyrm creates four spears of magical force. Each spear hits a creature of the greatwyrm’s choice it can see within 120 feet of it, dealing 9 (1d8 + 5) force damage to its target, then disappears.
If the greatwyrm’s Toxic Anger trait has activated in the last hour, it can use the options below as legendary actions.
Bite. The greatwyrm makes one Bite attack.
Venomous Expulsion (Costs 2 Actions). The greatwyrm expels toxic energy. Each creature in a 60-foot-radius sphere centered on the greatwyrm must succeed on a DC 25 Consitution saving throw or take 18 (4d8) poison damage.
Lair and Lair Actions
Ancient green greatwyrms prefer making their lairs in verdant places—jungles, bayous, pine forests, or anywhere with abundant vegetation that they can shape according to their desires. This causes ancient green greatwyrm to sometimes compete for territory with ancient black greatwyrms in expansive marshy woods or with ancient white greatwyrms in large subarctic taigas. A perpetual fog hangs in the air in an ancient green greatwyrm 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. These factors make an ancient green greatwyrm's forest easy to spot.
At the center of its forest, an ancient green greatwyrm chooses a cave in a sheer cliff, hidden behind a waterfall or partly submerged caverns that can be accessed through lakes or streams. An ancient green greatwyrm may also choose a hillside or woodland settlement when seeking lair sites. Though they are fully capable of modifying forests to their own liking, they find it easier and vastly more entertaining to take something belonging to smaller and weaker beings.
An ancient green greatwyrm might indulge in horticulture, cultivating the local flora as befits their individual aesthetic. However, most ancient green greatwyrms are content to either excavate beneath trees and nestle among the roots or make lairs inside trees large enough to be hollowed out without compromising their structure.
Ancient Green Greatwyrm Lair Features
The lair has the following features:
Canopy. The ancient green greatwyrm has teased the banyan’s sprawling canopy into a bowl-like shape within which the greatwyrm can comfortably lounge. Threaded through the branches are bones from the greatwyrm's meals—some messily clustered among the leaves, and others deliberately arranged to create macabre dioramas for the greatwyrm's amusement. Such grisly scenes can also be seen scattered throughout the lair as reminders of the greatwyrm's power, and as distractions and warnings for would-be interlopers.
Underground. The hollow center of the tree gives access to the greatwyrm's lair below, nestled among the banyan’s sprawling roots. Three tunnels branch off from the vertical shaft at different levels—none of them at the very bottom. This means a creature that falls to the bottom must find a way to ascend at least as far as the lowest tunnel.
Hoard Chamber. All three passages eventually converge in the large chamber, where most of the greatwyrn's hoard is kept.
Lair Actions
On initiative count 20 (losing initiative ties), the greatwyrm takes a lair action to cause one of the following effects; the greatwyrm can’t use the same effect two rounds in a row:
Avaricious Plants. Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the greatwyrm 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 greatwyrm uses this lair action again or when the greatwyrm dies.
Briar Wall. A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the greatwyrm. 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 greatwyrm uses this lair action again or when the greatwyrm dies.
Charming Fog. Magical fog billows around one creature the greatwyrm can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the greatwyrm until initiative count 20 on the next round.
Creeper Vines. The greatwyrm can use the vines and roots within its lair to animate up to three Humanoid corpses, which become zombies. The zombies take their turn immediately after this lair action. Each one reverts to an inanimate corpse after 1 minute, when the greatwyrm uses this lair action again, or when the zombie is destroyed.
Lashing Root. One large root or branch that is part of the lair makes a melee attack roll against a creature within 10 feet of it. It has a +8 bonus to hit and deals 14 (4d6) bludgeoning damage on a hit. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Regional Effects
The region containing an ancient green greatwyrm's lair is warped by the greatwyrm's magic, which creates one or more of the following effects:
Altered Fauna. Rodents and birds within 1 mile of the greatwyrm's lair serve as the greatwyrm's eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.
Inviting Whispers. Whispers rustle in the foliage within 1 mile of the greatwyrm's lair. The words are indistinct, but a creature with an Intelligence score of 5 or higher interprets them as an invitation to move deeper into the greenery.
Labyrinthine Passages. Thickets form labyrinthine passages within 1 mile of the greatwyrm'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.
Traclesee Passages. Within 1 mile of its lair, the greatwyrm 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 greatwyrm's path.
Twisted Messengers. The greatwyrm can cause any Tiny Beast within 1 mile of its lair to act as its mouthpiece. The effect is horrendous, as the creature’s throat and mouth temporarily warp into a twisted version of the greatwyrm's own in order to allow the greatwyrm's voice to issue forth.
If the greatwyrm 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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