Huge Dragon, Typically Neutral
Armor Class 20 (natural armor)
Hit Points 207 (18d12 + 90)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR
23 (+6)
DEX
14 (+2)
CON
21 (+5)
INT
18 (+4)
WIS
16 (+3)
CHA
17 (+3)
Saving Throws DEX +7, CON +10, WIS +8, CHA +8
Skills Deception +8, Insight +8, Nature +9, Perception +13, Persuasion +8, Stealth +7, Survival +8
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic, Elvish
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Amphibious. The dragon can breathe air and water.

Keen Hearing and Sight. The dragon has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Spellcasting. The dragon is a 13th-level spellcaster. It’s spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The dragon has the following ranger spells prepared:

1st level (4 slots): cure wounds, hunter’s mark (see bonus actions)

2nd level (3 slots): pass without trace, protection from poison

3rd level (3 slots): lightning arrow, nondetection

4th level (1 slot): freedom of movement, grasping vine

Actions

Multiattack (Dragon Form). The dragon makes three attacks: one with its bite and two with its claws.

Multiattack (Humanoid Form). The dragon makes two Shortsword or Longbow attacks.

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.

Shortsword (Humanoid Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Longbow (Humanoid Form Only). Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) 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.

Bonus Actions

Hunter’s Mark. The dragon casts hunter’s mark to mark a creature it can see within 90 feet of itself. For 1 hour, the dragon’s weapon attacks deal an extra 1d6 damage to the marked creature, and the dragon has advantage on Wisdom (Perception) and Wisdom (Survival) checks made to find it.

Humanoid Form. The dragon magically transforms into any humanoid that is Medium or Small (usually a wood elf ranger), while retaining its game statistics (other than it’s size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.

Legendary Actions

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.

Attack. The dragon makes one melee or ranged weapon attack.

Cast a Spell (Costs 2 Actions). The dragon uses Spellcasting.

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.
  • Rodents and birds 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.

If the dragon 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.

Previous Versions

Name Date Modified Views Adds Version Actions
1/2/2023 11:25:28 PM
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1
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Coming Soon
8/19/2023 2:57:41 AM
23
4
2
Coming Soon

Monster Tags: NPCShapechanger

Habitat: Forest

Charlesaurus

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