Mod | Save | ||
---|---|---|---|
STR | 27 | +8 | +8 |
DEX | 12 | +1 | +8 |
CON | 25 | +7 | +7 |
Mod | Save | ||
---|---|---|---|
INT | 20 | +5 | +5 |
WIS | 17 | +3 | +10 |
CHA | 22 | +6 | +6 |
Amphibious. The dragon can breathe air and water.
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 5 version).
Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 10 (3d6) Poison damage.
Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 77 (22d6) Poison damage. Success: Half damage.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21):
At Will: Detect Magic, Mind Spike (level 5 version)
1/Day Each: Geas, Modify Memory
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
Mind Invasion. The dragon uses Spellcasting to cast Mind Spike (level 5 version).
Noxious Miasma. Constitution Saving Throw: DC 21, each creature in a 30-foot-radius Sphere centered on a point the dragon can see within 90 feet. Failure: 17 (5d6) Poison damage, and the target takes a −2 penalty to AC until the end of its next turn. Failure or Success: The dragon can’t take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Honestly, I liked the preview version better that let you cast level 5 Charm Monster at will and as a legendary action. It felt more thematic than Mind Spike for a master manipulator and provided interesting Role Play scenarios. Especially for an Ancient Green Dragon.
Geas is still fine, it just means the Dragon has to really emphasize the long game
"most green dragons disdain physical violence, viewing combat as servants’ work..."
All the more reason to stick with Charm Monster in the design if not to just make it Dominate Monster. Imagine fighting one and it uses Charm/Dominate Monster to turn a PC and help it escape or disrupt their allies.
Huh, what happened to Frightful Presence?
They removed Frightful Presence from most of the dragons. A few can cast Fear at will, I think, and can use their Legendary Action to do it. See the Black Dragon
I suspect that Charm Monster as a legendary action was just too powerful. Love the art
@grave_mind Well I got good news for ya: it can cast Geas as an action.
Notice Spellcasting is no longer listed under Traits, it's under Actions. Compare that to a hag's Coven Magic trait, where the spells there are cast "using the spell’s normal casting time". The ol' green dragon can totally use Geas to mess with the PCs mid fight 😁
Incorrect. Under "how to use a monster" in the D&D Beyond Basic Rules, it states the following:
Casting Times of 1+ Minutes. If a spell has a casting time of 1 minute or more yet is listed in a spellcasting action, the monster doesn’t cast the spell in just one action unless the action’s description states otherwise; the monster must take the Magic action on each of its turns and maintain Concentration to cast the spell, as described in the “Rules Glossary”.
Well that is unintuitive, but you're right! Good catch, thanks for the correction.