Huge Dragon, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 336 (52d10 + 48)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR
19 (+4)
DEX
12 (+1)
CON
17 (+3)
INT
16 (+3)
WIS
13 (+1)
CHA
15 (+2)
Saving Throws DEX +4, CON +6, WIS +4, CHA +5
Skills Deception +5, Perception +7, Stealth +4
Damage Immunities Necrotic, Poison
Condition Immunities Poisoned
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 17
Languages Common, Draconic
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Amphibious. The dragon can breathe air and water.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Poison Breath (Recharge 5–6). The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Death Breath (Recharge 5–6). The dragon exhales deathly gas in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.

Description

Undead dragons are rarer than most dragons this is what happened when a dragon dies and abundant of raw magic energy is in the area and resurrect the dragon in an undead form. they keep some of the traits from there old form. 

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

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 skeleton hands 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 12 Strength saving throw or be restrained by the hands. A creature can be freed if it or another creature takes an action to make a DC 12 Strength check and succeeds. The skeleton hands wilt away when the dragon uses this lair action again or when the dragon dies.
  • The dragon make shake the ground causing stalagmites to fall from the sky. these stalagmites contains 1d6 skeletons in side them that get added to the initiative order at the liar action. 

Previous Versions

Name Date Modified Views Adds Version Actions
7/25/2024 5:43:42 PM
2
1
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Coming Soon

Monster Tags: undead

Habitat: ForestGrasslandUrban

darkange11ord

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