Large Dragon, Lawful Evil
Armor Class 17 (natural armor)
Hit Points 100 (16d10 + 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 Poison
Condition Immunities Poisoned
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 17
Languages Common, Draconic
Challenge 5 (1,800 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: +5 to hit, reach 10 ft., one target. Hit: 15 (1d10 + 4) piercing damage plus 4 (1d6) poison damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 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 13 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.

Description

A weaker but more fun version of the Young Green Dragon. It has lair actions but is much weaker overal 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

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 13 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 13 Dexterity saving throw. A creature that fails the save takes 4 (1d8) 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. 1ft =4ft  Furthermore, a creature in the wall’s space must make a DC 13 Dexterity saving throw once each round it’s in contact with the wall, taking 4 (1d8) 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 13 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.

Previous Versions

Name Date Modified Views Adds Version Actions
2/1/2025 9:26:53 PM
7
1
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Coming Soon

Habitat: Forest

SwenOpsteegh

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