Huge Dragon (Chromatic), Typically Lawful Evil
Armor Class 18 (natural armor)
Hit Points 178 (17d12 + 68)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR
21 (+5)
DEX
12 (+1)
CON
19 (+4)
INT
17 (+3)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws DEX +5, CON +8, WIS +6, CHA +7
Skills Deception +7, Insight +6, Perception +10, Persuasion +7, Stealth +5
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 45 ft., Darkvision 120 ft., Passive Perception 20
Languages Common, Draconic
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Amphibious. The dragon can breathe air and water.

Actions

Multiattack. The dragon makes one Bite attack and two Claw attacks.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) poison damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 60 feet of the dragon and aware of it must succeed on a DC 15 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 dragon's Frightful Presence for the next 24 hours.

Poison Breath (Recharge 5–6). The dragon exhales poisonous gas in a 45-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 49 (14d6) poison damage on a failed save, or half as much damage on a successful one.

Spellcasting. The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):

1/day each: invisibility, plant growth, speak with animals

Lair and Lair Actions

A Green Dragon’s Lair

The forest-loving green dragons sometimes compete for territory with black dragons in marshy woods and with white dragons in subarctic taiga. However, a forest controlled by a green dragon is easy to spot. A perpetual fog hangs in the air in a young adult green dragon’s 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.

At the center of its forest, a green dragon chooses a cave in a sheer cliff or hillside for its lair, preferring an entrance hidden from prying eyes. Some seek out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation.

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:

Avaricious Plants. 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.

Charming Fog. 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 an young adult green dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

Inviting Whispers. Whispers rustle in the foliage within 1 mile of the dragon'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.

Traclesee Passages. 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. 

If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within 1d6 days, they become mundane plants and normal difficult terrain, losing their thorns.

Previous Versions

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Golden_Pug

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