Amphibious. The dragon can breathe air and water.
Bolstering Presence. The dragon magically emanates life-giving energy within 30 feet of itself. Any ally of the dragon that starts its turn there regains 5 (1d10) hit points.
Spellcasting. The dragon’s spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The dragon can innately cast the following spells, requiring no material components:
At will: acid splash, animal friendship (snakes only), druidcraft, poison spray
3/day each: enlarge/reduce, polymorph, suggestion
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
Venomous Aura. At the start of the dragon’s turn, it can force any number of creatures of its choice within 10 feet of itself to make a DC 18 Constitution saving throw. On a failed save, a creature takes 7 (2d6) poison damage and is frightened of the dragon until the start of its next turn.
Multiattack. The dragon 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 plus 7 (2d6) poison 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, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the dragon can’t use its tail attack on another target.
Spectral Fangs. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 17 (3d8 + 4) poison damage.
Poison Breath (Recharge 5–6). The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.
Summon Reinforcements(2/Day). The dragon magically calls 2d8 yuan-ti purebloods, 2d4 yuan-ti malisons, 1d4 yuan-ti abominations, or 1 half-dragon with a challenge ratting equal to 1d8 + 1. The called creatures arrive in 1d4 rounds, acting as allies of the dragon and obeying its spoken commands. The creatures remain for 1 hour, until the dragon dies, or until the dragon dismisses them as a bonus action.
Alter Shape. The dragon magically transforms into a flying snake or a yuan-ti pureblood (or a biomancer) and retains its alignment, damage and condition immunities, hit points, and Hit Dice, as well as its Intelligence, Wisdom, and Charisma scores. This transformation ends if the dragon is reduced to 0 hit points or if it uses another bonus action to end it.
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.
Spectral Fangs Attack. The dragon makes a spectral fangs attack.
Venomous Bite (Costs 2 Actions). The dragon makes one Bite attack. If the attack hits, it deals an additional 7 (2d6) poison damage.
Description
Asutali-Zyreph is a adult green dragon biomancer who has learned how to replicate the yuan-ti’s ritual used to turn humans into yuan-ti, he now conducts experiments to create his own yuan-ti using not just humans but dragonborn, elves, genasi, kobolds, wolves, really any humanoids and beasts the dragon can get his claws on.
Lair and Lair Actions
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 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 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, 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.
- Snakes within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.
- Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
- Humanoids, Beasts, and Monstrosities that are born within 6 miles of the lair have a high likelihood of being half-dragons or yuan-ti.
If the dragon dies, the snakes lose their supernatural link to it. The thickets remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their thorns. changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.
Previous Versions
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