Gargantuan Fey, Chaotic Neutral
Armor Class 21 natural armor, barkhide
Hit Points 525 (30d20 + 210)
Speed
STR
27 (+8)
DEX
14 (+2)
CON
25 (+7)
INT
18 (+4)
WIS
20 (+5)
CHA
22 (+6)
Saving Throws DEX +9, CON +14, WIS +12, CHA +13
Skills Insight +12, Nature +11, Perception +18, Stealth +9
Damage Resistances Necrotic, Poison, Psychic
Damage Immunities Radiant, Thunder
Condition Immunities Charmed, Frightened, Paralyzed
Senses Tremorsense 60 feet, Truesight 120 feet, Passive Perception 28
Languages Sylvan, Draconic, Elvish, telepathy 120 ft.
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Feywild Incarnate. The Verdant Dragon is immune to being banished or teleported against its will. Fey creatures within 60 feet gain advantage on saving throws against charm effects.

Nature’s Form. The dragon’s body is made of bark, vines, fungal plates, and shifting leaves. It can pass through nonmagical difficult terrain without penalty and is invisible while motionless in natural terrain (DC 20 Perception to spot).

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Floral Regrowth. At the start of each of its turns, the dragon regains 20 hit points if it is in sunlight, moonlight, or among natural plant life.

Actions

Multiattack.

The dragon 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: 30 (4d10 + 8) piercing damage plus 10 (3d6) poison damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.

Hit: 24 (3d10 + 8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target.

Hit: 26 (3d12 + 7) bludgeoning damage. The target must succeed on a DC 20 Strength saving throw or be knocked prone.

Breath Weapon (Recharge 5–6): Verdant Blight.

The dragon exhales a wave of spores and corrupted pollen in a 90-foot cone. Each creature must make a DC 21 Constitution saving throw.

  • On a failed save, a creature takes 72 (16d8) poison damage and becomes blinded and poisoned for 1 minute (save ends at end of turn).

  • On a successful save, it takes half damage and no conditions.

Fungal Bloom (Recharge 6).

The dragon slams the ground, releasing massive fungal growth in a 30-foot radius. Creatures of the dragon’s choice within the area must make a DC 20 Dexterity saving throw or be restrained by animated fungi and roots (escape DC 20). The area becomes heavily obscured and difficult terrain for 1 minute.

Bonus Actions

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Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

The Verdant Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn.

  • Vine Whip. Makes one tail or claw attack.

  • Fey Step. Teleports up to 60 feet to unoccupied natural terrain.

  • Fungal Cloud (2 Actions). Releases a 10-foot-radius spore cloud centered on the dragon. Creatures in the area must succeed on a DC 20 Constitution saving throw or be poisoned until the end of their next turn.

Mythic Actions

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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

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Lair and Lair Actions

On initiative count 20 (losing ties), the dragon can invoke one of the following:

  • Roots Grasp. Roots erupt from the ground in a 40-foot radius. Enemies must succeed a DC 18 Strength saving throw or be restrained until the next round.

  • Hallucination Spores. Creatures within 60 feet must make a DC 17 Wisdom saving throw or see illusory terrain and creatures until the end of their next turn (disadvantage on attacks and checks that rely on sight).

  • Wild Bloom. A 20-foot-radius area sprouts magical, glowing plants. Allies in the area regain 15 hit points and gain resistance to damage until the next round.

SladePadfoot

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