Large Dragon, Lawful Neutral
Armor Class 19 (natural armor)
Hit Points 207 (18d12 + 90)
Speed 40 ft., Climb 40 ft., Burrow 60 ft.
STR
23 (+6)
DEX
12 (+1)
CON
21 (+5)
INT
18 (+4)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws DEX +13, CON +21, WIS +15, CHA +17
Skills Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Tremorsense 80 ft., Passive Perception 22
Languages Common, Draconic
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Assassinate. During its first turn, the dragon has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the dragon scores against a surprised creature is a critical hit.

Evasion. If the dragon is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the dragon instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Sneak Attack. Once per turn, the dragon deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the dragon that isn't incapacitated and the dragon doesn't have disadvantage on the attack roll.

Chameleon Skin. The dragon has advantage on Dexterity (Stealth) checks made to hide.

Glide. When the dragon falls and is not incapacitated, it can subtract up to 100 feet from its fall when calculating its fall damage and can move horizontally 2 feet for every 1 foot it falls.

Deadly Poison. Poison damage dealt by the dragon bypasses a creature's resistance to poison damage and deals half damage to creatures that are immune to poison damage.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. When it does this it takes 50 damage.

Actions

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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.

Shovel Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (4d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Drill Strike. Melee Weapon Attack. +11 to hit, reach 5 ft., one target. Hit: 24 (4d8+6) slashing 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 16 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.

Venom Breath (Recharge 5–6). The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one. After the dragon uses this, it can turn invisible as a free action.

Bonus Actions

Invisible Passage. If the dragon is invisible it can move 30 feet as a bonus action.

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 her turn.

Attack (2/round). The dragon makes a Tail attack or a Bite attack.

Transparent. The dragon uses its Invisible Passage.

Neurotoxin Breath (Costs 3 Actions) The dragon exhales poisonous gas in a 90-foot line that is 5-feet wide. Each creature in that area must make a DC 20 Constitution saving throw, taking 14 (4d6) poison damage and becoming paralyzed for 1 minute on a failed save, or half as much damage and isn't poisoned on a successful one. While paralyzed in this way, the creature takes 17 (5d6) poison damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Description

Venompine dragons are a species of dragon that make their home in forests. Venompine dragons are arboreal creatures, jumping and gliding from tree to tree. They're highly social creatures, living in clans of 6-8 members that protect the Wyrmlings. Their venom encourages the growth of plant life in the forests they dwell in, making them grow to immense proportions, so they can support the clan members.

Earthshaker

Earthshaker Venompines are a variant of Venompine that evolved in forests with a lower density of close together trees. This forced them to live closer to the ground and so they evolved to burrow better. They grew large, shovel like claws, and nest in between the roots of large trees.

Lair and Lair Actions

The forest dwelling Venompine dragon reside in forests, burrowing through the ground, climbing and jumping through the trees, they make every part of the forest their home. Their venom increases the growth of plant life in the forests they live in. They live in clans of 6-8, they nest in between the roots of large trees.

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:

  • The dragon exhales a thick fog from its lungs filling the area. The fog is a 60-foot-radius, 30-foot-high cylinder centered on the dragon, spreads around corners, and its area is heavily obscured. The fog lasts for 1 minute, until a wind of moderate or greater speed (at least 10 miles per hour) disperses it, or when the dragon dies. While the dragon remains in this fog, it can use its Invisible Passage as a free action at the end of its turn
  • Poisonous mist billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Constitution saving throw or be poisoned until initiative count 20 on the next round.
  • The Venompine dragon causes 8 small poisonous mushrooms to grow in unoccupied spaces that it chooses within the lair. While the mushrooms are heavily obscured they are considered invisible. A creature that enters a space that the poisonous mushrooms occupy must make a DC 17 Constitution saving throw, taking 11 (3d6) poison damage and become poisoned for 1 minute on a failed save, or half as much damage and are not poisoned on a successful one. A creature can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.

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.
  • Plant life within 1 mile of its lair grows exponentially more. Doubling in size.

If the dragon dies, The thickets remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their thorns.

Habitat: Forest

TheSaber77

Comments

Posts Quoted:
Reply
Clear All Quotes