Amphibious. The dragon can breathe air and water. But it doesn't need to because of its undead nature.
Spider Climb. The dragon can move freely on walls and ceilings, unaffected by difficult terrain.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Regeneration. The dragon regains 40 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight. If the dragon takes radiant damage or damage from holy water, this trait doesn’t function at the start of the dragon’s next turn.
Shadowy Regeneration. When the dragon is in total darkness, it regains an additional 20 hit points at the start of its turn.
Shadow Stealth. While in dim light or darkness, the dragon can take the Hide action as a bonus action.
Living Shadow. While in dim light or darkness, the dragon has resistance to damage that isn’t force, psychic, or radiant
Vampiric Weaknesses.
- Sunlight Hypersensitivity. While in sunlight, the dragon takes 30 radiant damage at the start of its turn and has disadvantage on attack rolls and ability checks.
- Forbiddance. The dragon can’t enter a residence without an invitation.
- Stake to the Heart. If a large piercing weapon made of wood of sufficient size, such as a spear is driven into the dragon’s heart while it is incapacitated in its lair, the dragon is paralyzed until the stake is removed.
Shapechanger. If the vampire dragon isn’t in sunlight, it can use its action to polymorph into a Shadow* or a Huge cloud of mist, a humanoid form or back into its true form.
While in mist form, the vampire dragon can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight
Amorphous.* When polymorphed into a shadow the vampire dragon can move through a space as narrow as 1 inch without expending extra movement to do so.
Vampiric Control. The dragon can control rats, bats, wolves, and shadows in its vicinity. These creatures can serve the dragon in combat or scouting.
Acute Senses. The dragon has darkvision, impeccable hearing, and an acute sense of smell. It has blindsense out to 60 feet, making it impossible to hide from the dragon in areas of darkness.
Vampiric appearance. The vampire dragon possesses retractable sharp monstrous canines used to pierce its humanoid or draconic victims' flesh. The dragon has this abliity in either of its physical forms.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage. plus 10 (3d6) Necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire dragon regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid or dragon slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire dragons’s control.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful 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 22 Wisdom saving throw or become frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Shadow Breath (Recharge 5–6). The dragon exhales gaseous shadowy necrotic energy in a 90--foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 100 (26d6) necrotic damage on a failed save, or half as much damage on a successful one. If damaged the target’s Strength score decreases by 1d4. The target dies if this reduces that score to 0. If a Humanoid is slain by this attack, a Shadow rises from the corpse 1d4 hours later.
Charm. The vampire dragon targets one humanoid it can see within 60 feet of it. If the target can see the vampire dragon, the target must succeed on a DC 22 Wisdom saving throw against this magic or be charmed by the vampire dragon. The charmed target regards the vampire dragon as a trusted friend to be heeded and protected. Although the target isn’t under the vampire dragon’s control, it takes the vampire dragon’s requests or actions in the most favorable way it can, and it is a willing target for the vampire dragon’s bite attack.
Each time the vampire dragon or the vampire dragon’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire dragon is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (1/Day). The vampire dragon magically calls 2d4 vampire spawn or shadow, provided that the sun isn’t up. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dragon dies, or until the vampire dragon dismisses them as a bonus action.
Magic.The dragon knows a hand full of spells that it wields with chilling and devastating effectiveness: mirror image, dimension door; nondetection, disguise self and shadow walk.
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 24 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.
Move. The vampire moves up to its speed without provoking opportunity attacks.
Shadow Jaunt (Costs 2 Actions). The dragon magically teleports up to 60 feet to an unoccupied space it can see that is in dim light or darkness.
Children of the Shade (Costs 3 Actions). The vampire dragon calls forth 2d4 vampire spawn or shadows under its control, which appear within 60 feet of it.
Description
"The most cunning and treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies."
"Shadow dragons were crafty and devious, eclipsing even red dragons in their mental capabilities and were on par with gold dragons, the smartest of the metallic dragons"
"Being highly intelligent and ageless creatures, vampires forged their plans meticulously and advanced the schemes slowly, sometimes taking decades to take steps toward their goals. Vampires felt no need to rush as they could outlive their mortal enemies and spend decades or centuries planning revenge"
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Shadow dragons had dark and translucent scales which helped them camouflage into the darkness around them. Shadow dragons were often mistaken for black dragons dark and indistinct body, but their horns pointed backwards. As for green dragons they were most notable for the large, waving crest or fin that started at the dragon's nose and ran the entire length of the dragon's body. They also had particularly long legs and elongated necks that allowed them to peer over treelines. Their wings often featured dappled patterns and became lighter the further away from the claw. Furthermore, green dragons had no actual ears, rather ear holes on either side of their head, as well as, having exceptionally long, slender forked tongues. As for vampires, for the most part, a vampire retained the appearance they had in life. The main differences were their pale skin tone and sharp, feral features, giving them a predatory aspect. Whatever their eye color was in life, after transformation, vampires' eyes changed to a haunting red color that was hard to forget. Their hands ended in sharp, glassy claws. Notably, vampires possessed retractable sharp monstrous canines used to pierce the victims' flesh. When vampires were well-fed, their undead bodies' decomposition halted and was reversed. A recently-fed vampire had a more pinkish skin color, staving pale complexion and kick-starting the circulatory system temporarily.
As they aged, shadow dragons learned an increasing number of magical abilities to hide from enemies and enhance their movement. They could hide away into shadows, even those in otherwise well-lit areas, and learned over its ages to cast mirror image, dimension door; nondetection, disguise self and shadow walk. Like many other true dragons, they developed sorcerer abilities with at least the potential to learn spells usually only open to divine casters as well as from the chaos, evil and trickery domain
"<Its said wherever a green dragon dies, a new and deadly plant life flourishes in an area around its corpse. Especially poisonous plants that grow wildly and blossoms that grow to abnormal sizes extraordinarily fast. And those sites were often more connected to the Feywild than the surrounding terrain>, its impossible to fully predict what magics and transformations will take place, if the ritual succeeds and that green dragon thats transformed by Plane of Shadows is converted to Undead." - Cultist of the Cult Of The Dragon [~1370 DR]
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:
- 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.
"In the Year of Three Ships Sailing, 1492 DR, an elvish or half-elven vampire lord from Kozakura, Cazador attempted to perform a ritual granted to him by Mephistopheles, transforming himself into a powerful form of a vampire ascendant – removing all undead weaknesses from the vampire and giving him back pleasures of the living. The preparation for the ritual took two centuries. Cazador's favored vampire spawn, the number that included Astarion Ancunín, a member of the Absolute Adversaries, collected countless victims for their master, turning them all into spawn who were to be sacrificed to empower the vampire at the center of the ritual. During the Absolute crisis, the ritual was initiated. However, its outcome nor Cazador's fate were recorded."
Previous Versions
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