False Appearance. While the Jungle Dragon remains motionless, it is indistinguishable from normal jungle vines and trees.
Spellcasting. The dragon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability, spell save DC 23, +15 to hit with spell attacks)::
1/day each: Speak with Plants, Barkskin, and Plant Growth.
Loathsome Vines. The vines have an AC of 20, and 50 hit points each. When a vine is reduced to 0 hit points it falls off, and the Jungle Dragon looses one of its vine attacks.
Superior Barkskin. The dragon creates barkskin on itself at the beginning of each day, as if it casted the spell Barkskin. This does not require any verbal, somatic, or material components and it is concentration free. The dragon gets to add its Dexterity and Proficiency Bonus to its Armor Class after using barkskin.
Multiattack. The Jungle Dragon makes four attacks with its vines, uses Reel, and makes one attack with its bite. The dragon can instead make 2 claw attacks, and one tail sweep attack.
Vine. Melee Attack: +15 to hit, reach 50 ft., one target. Hit: 28 (4d8 + 8) bludgeoning damage, and the target is grappled (escape DC 23). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the Jungle Dragon can't use the same vine on another target.
Bite. Melee Attack: +15 to hit, range 10 ft., one target. Hit: 40 (6d12 + 8) piercing damage and 32 (8d6) poison damage.
Claw. Melee Attack: +15 to hit, range 15 ft., one target. Hit: 28 (4d8 + 8) slashing damage.
Tail Sweep. Melee Attack: +15 to hit, range 30 ft., up to eight targets within 30 ft. of each other. Hit: 48 (8d8 + 8) bludgeoning damage, and the creatures need to make a DC 23 Strength Save or be knocked prone.
Reel. The Jungle Dragon pulls each creature grappled by it up to 50 feet straight toward it.
Poison Breath (Recharges 5-6). The Dragon spears out a poisonous breath from all the flowers that are growing inside of it in a 90 ft. cone. Each creature in the area must make a DC 23 Constitution saving throw. On a failed save, the creature takes 70 (14d8) poison damage, and they become poisoned for the next hour. While poisoned in this way, the creature takes 2d8 poison damage at the start of each of their turns, and have disadvantage on Constitution saving throws. On a save, the creature takes half damage and are not poisoned.
Absorb. The dragon can absorb the lifeforce and nutrients of the nearby plant life if it has not taken fire damage since the end of its last turn. The dragon heals 50 hit points or regrows one vine.
Collision. The dragon can take two creatures grappled in its vines and slam them together. The creatures take 33 (5d8 + 8) bludgeoning damage, and must make a DC 23 Constitution saving throw. On a fail, the creature is [condition]stunned[/stunned] until the end of their next turn. The dragon can choose to drop the one or both of the creatures after the collision.
Launch. The dragon can launch or swing itself 50 ft. away using its vines as long as it has 2 or more vines. This does not provoke opportunity attacks unless they are made at the dragon's body, which are made at disadvantage.
Fling. When a creature grappled by the Jungle Dragon does damage against the Jungle Dragon, the Jungle Dragon can fling the creature. The creature is slung 50 ft. and must succeed on a DC 23 Dexterity Saving Throw or become prone and take 20 (5d6) bludgeoning damage.
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.
Claw. The dragon makes one claw attack.
Vine Whip (Costs 2 Actions). The dragon uses Fling or Collision. If the dragon uses Fling, it can choose to Fling multiple creatures.
Bursting Flowers (Costs 3 Actions). The dragon grows and explodes intoxicating flowers at the ends of its vines. Each creature within a 20-foot-radius sphere of the tip of a vine must succeed on a DC 23 Constitution saving throw or take 25 (4d8) poison damage and become paralyzed for the next hour. The creature can repeat the save at the end of each of their turns. On a save, the creature takes half damage, and is not paralyzed
Description
This is an ancient green dragon that has been experimented on, and infused with corrupted magic and elements of the jungle.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:
Twisting Vines. Vines sprout up to each hostile creature within 100 ft. of the Dragon. Creatures must make a DC 23 Dexterity saving throw or be grappled. While grappled in this manner, the creature is also restrained.
Beguiling Flowers. Yellow and Orange flowers bloom and let out an intoxicating scent. Hostile creatures within a 100 ft. of the dragon must make a DC 23 Wisdom saving throw or become incapacitated.
Exploding Spores. Spores pulsate and bulge until bursting poisonous liquid. Hostile creatures within a 100 ft. of the dragon must make a DC 23 Constitution saving throw or take 20 (4d8) points of poison damage and become poisoned.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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1/31/2023 5:05:44 AM
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17
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2
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Coming Soon
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