Gargantuan Dragon, Lawful Evil
Armor Class 21 (natural armor)
Hit Points 385 (22d20 + 154)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
27 (+8)
DEX
12 (+1)
CON
25 (+7)
INT
20 (+5)
WIS
17 (+3)
CHA
19 (+4)
Saving Throws DEX +8, CON +14, INT +12, WIS +10, CHA +11
Skills Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8
Damage Resistances Acid, Cold, Fire, Lightning
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages Common, Draconic
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Amphibious. The dragon can breathe air and water.

Confusion Aura. When a creature makes a melee attack against the dragon while within 10 feet of it, it must succeed on a DC 19 Wisdom saving throw or redirect the attack to another creature within it's reach. If there are no other creatures in reach, the attack is wasted.

Innate Spellcasting. The dragon's spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: blur, silencesilvery barbs, suggestion

1/day: cloudkill (7th level version), mass suggestion (7th level version), mirage arcane, forcecage

Legendary Resistance. If the dragon fails a saving throw, it can choose to succeed instead. If it uses this feature again before the next dawn, it loses 19 hitpoints. Each time it uses this feature again before the next dawn, the hitpoint loss increases by 19.

Magic Weapons. The dragon’s natural weapon attacks are considered +3 adamantine weapons.

Poison Absorption. Whenever the dragon is subjected to poison damage, it takes no damage and instead regains a number of hit points equal to the poison damage dealt.

Actions

Multiattack. The dragon can use its Enthralling Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 22 (2d10 + 11) piercing damage plus 10 (3d6) poison damage.

Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 25 (4d6 + 11) slashing damage.

Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 20 (2d8 + 11) bludgeoning damage.

Enthralling Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become charmed 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. The effect also ends if the dragon or it's allies take hostile actions toward the creature. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Enthralling Presence for the next 24 hours.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Poison Breath. The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one. A creature which fails it's save is also poisoned for 1 minute. While poisoned in this way, the creature deals half damage with attacks that use strength, has it's speed halved, and takes 14 (4d6) poison damage at the start of each of it's turns. A creature can make a DC 22 Constitution saving throw at the end of each of it's turns, ending the effect on itself on a success.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Enthrall (3 Actions). The dragon attempts to enthrall a creature within 120 feet. The target has advantage if it is actively fighting the dragon, and the effect is not magical, but otherwise behaves as a fast friends spell (DC 19)

Description

The most cunning and treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. A green dragon is recognized by the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull.

Lair and Lair Actions

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 legendary 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:

  • Nearby plants come to life and aid the dragon in combat. The animated plants must have a combined challenge rating of 5 or less, cannot be of a type with an Intelligence score higher than 6, and must be of a type present in the dragon's lair. The plants act with the dragon in initiative, and the follow any orders given by the dragon. The plants become inanimate again after 1 minute, 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 restrained inside the wall. A restrained creature can repeat the saving throw at the end of each of it's turns, ending the effect on itself on a success. A creature which succeeds it's save is instead pushed 5 feet out of the wall, appearing on whichever side it wishes. 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. A creature which fails it's save is also restrained. 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 a point the dragon can see within 120 feet of it. All creatures in a 20-foot-radius sphere centered on the point 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.

Habitat: Forest

Pocklion

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