Gargantuan Dragon, Any Evil Alignment
Armor Class 24 Natural Armor
Hit Points 546 (28d20 + 252)
Speed 60 ft., Fly 120 ft.
STR
26 (+8)
DEX
20 (+5)
CON
29 (+9)
INT
22 (+6)
WIS
22 (+6)
CHA
24 (+7)
Saving Throws STR +15, DEX +12, CON +16, WIS +13
Skills Intimidation +14, Perception +13
Damage Immunities Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Draconic
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (4/Day).
If the dragon fails a saving throw, it can choose to succeed instead.

Green Flame Aura.
A creature that starts their turn within 10 feet of the green flame dragon takes 15 (3d10) Fire damage.

Hunger of the Flame.
When the green flame dragon reduces a creature to 0 hit points, it can choose to use a bonus action to move up to its speed and make a claw attack against a creature within reach. Additionally, it then gains a number of temporary hit points equal to its Constitution modifier.

Actions

Multiattack.
The green flame dragon makes three attacks: One with its bite and two with its claws. The dragon can replace one of these attacks with a stomp attack.

Bite.
Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
Hit: 18 (2d10 + 8) Piercing + 7 (2d6) Fire (Necrotic) damage.

Claw.
Melee Weapon Attack: +15 to hit, reach 5 ft., one target.
Hit: 14 (2d6+8) Slashing damage.

Stomp.
The green flame dragon stomps its foot causing all creatures within 15 feet of it to make a DC 24 Strength saving throw. On a failed save, an affected creature takes 12 (3d8) Bludgeoning damage and falls prone, taking only half as much and not falling prone on a success.

Green Flame Breath (Recharge 4-6).
The green flame dragon exhales green flame in a 90 foot cone. Each creature in the cone's area must make a DC 24 Dexterity saving throw, taking 75 (22d6) Fire damage on a failed save or half as much on a successful save.

Reactions

Tail Swipe.
When a creature provokes an opportunity attack from the dragon, it may choose to instead make a tail swipe attack. The targeted creature must immediately make a DC 24 Dexterity saving throw. On a failed save, the affected creature takes 18 (2d10+8) Bludgeoning damage and the dragon can move the hit creature up to 30 feet in a direction of its choosing. On a successful save, the creature is unaffected.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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.

Move.
The green flame dragon moves up to its speed.

Stomp.
The green flame dragon makes a stomp attack.

Triple Fireball (Recharge 3-6) (Costs 2 Actions).
The green flame dragon shoots three green fireballs from its mouth. The fireballs travel to three different points the dragon can see within 120 feet of it. Each fireball has an explosion radius of 10-feet and a creature within the explosion's area must immediately make a DC 24 Dexterity saving throw. On a failed save, an affected creature takes 54 (12d8) Fire damage, taking only half as much on a successful save.

Description

Regional Effects.
The region containing a green flame dragon's lair is different than others and experiences the following effects.

  • The region a green flame dragon inhabits is intensely hotter than others. Temperatures in the region are exceedingly higher than normal and any form of fire in the area has greater chances to burn out of control.
  • Fire in the green flame dragon's region turns to be colored green instead of red.
  • Creatures that die in the green flame dragon's region resurrect as undead skeletons or zombies 24 hours after they are slain. These undead are completely under the green flame dragon's control. The undead remain under the dragon's control even if they leave the green flame dragon's region.

Lair and 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:

  • The green flame dragon causes green fire to rain down in an area within their lair. The green flame dragon chooses a point within their lair and causes green fire to rain down in a 20-foot radius, 60-foot high cylinder. A creature that starts their turn in the fire rain's area or enters the area for the first time on their turn must make a DC 17 Dexterity saving throw. On a failed save, an affected creature takes 28 (8d6) fire damage, taking only half as much on a successful save. The fire rain lasts until the end of the round.
  • The green flame dragon sends green flame chains to bind a creature in their lair. One creature of the dragon's choice must immediately make a DC 17 Dexterity saving throw. On a failed save, the creature is grasped by the green flame chains, taking 28 (8d6) Fire damage and becoming restrained until the end of their turn. On a successful save, the creature is unaffected.
  • The green flame dragon causes thick green miasma to cover an area in their lair. The green dragon chooses a single point in their lair. Once done, a 30-foot radius sphere of gas materializes in the area. The area is considered heavily obscured to those within the gas. The gas lasts until the end of the round. The green flame dragon can see through the gas normally.
BloodWolf202

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