Huge Dragon, Typically Lawful Evil
Armor Class 19 (natural armor)
Hit Points 207 (18d12 + 90)
Speed 40 ft., climb 40 ft., fly 80 ft., swim 40 ft.
STR
23 (+6)
DEX
12 (+1)
CON
21 (+5)
INT
18 (+4)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws DEX +6, CON +10, WIS +7, CHA +8
Skills Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic, Elvish
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Amphibious. The dragon can breathe air and water.

Forest Camouflage. The dragon  has advantage on Dexterity (Stealth) checks while in wooded terrain.

Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 16). The dragon can innately cast the following spells, requiring no material components:

At will: command, dominate person, entangle, plant growth, speak with animals, suggestion 

1/day each: dominate monster, geas, mislead, scrying, wall of thorns

Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead, and attack rolls against the dragon have advantage until the start of the dragon's next turn.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. It can replace its bite attack with its beguiling gaze.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 18 Constitution saving throw or be poisoned for 1 minute. A poisoned creature can repeat the save at the end of each of its turns, ending the effect on a success.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage, and the target is grappled (escape DC 14). While grappled in this way, the target is restrained, and the dragon can't use its tail attack against other creatures until the grapple ends.

Beguiling Gaze. The dragon fixes it's gaze on one creature it can see within 120 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be charmed by the dragon for 1 minute. A creature charmed in this way is incapacitated. 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 Beguiling Gaze for the next 24 hours.

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. When frightened, a creature drops anything it is carrying and must use its reaction to move up to its speed away from the dragon. 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.

Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 60-foot cone (the gas spreads around corners) that lasts for 10 minutes. When a creature enters the gas for the first time on a turn or starts its turn there, it must make a DC 16 Constitution saving throw, taking 56 (15d6) poison damage on a failed save, or half as much damage on a successful one. A strong winds disperses the gas.

Bonus Actions

Change Shape. The dragon magically polymorphs into a beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Reactions

Binding Vines (Recharges After a Short or Long Rest). When the dragon is reduced to 104 hit points, it magically commands thorny roots and vines to hinder its enemies. Each creature of the dragon's choice within 120 feet of it must succeed on a DC 16 Strength saving throw or take 10 (3d6) piercing damage, and be restrained by the plants for 1 minute. A creature can repeat the save at the start of each of its turns, ending the effect on a success.

Wing Block. When the dragon takes damage, it can use its wings to intercept the source of the damage, reducing it by half. The dragon's flying speed is then reduced by 20 feet until the end of its next turn.

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 its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Magical Might. The dragon casts an at will spell.

Tail Swipe. The dragon makes a tail attack.

Poison Salvo (Costs 2 Actions). The dragon releases poisonous gas in a  10 foot radius sphere centered on a point within 30 feet of it that it can see. Creatures in the area must succeed on a DC 16 Constitution saving throw or take 17 (5d6) poison damage and become poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Vanishing Escape (Costs 2 Actions). The dragon turns invisible until the end of its next turn and moves up to its speed, or flies up to half its flying speed.

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 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.
  • The dragon can use the vines and roots within its lair to animate up to three Humanoid corpses, which become zombies. The zombies take their turn immediately after this lair action. Each one reverts to an inanimate corpse after 1 minute, when the dragon uses this lair action again, or when the zombie is destroyed.
  • One large root or branch that is part of the lair makes a melee attack roll against a creature within 10 feet of it. It has a +7 bonus to hit and deals 10 (3d6) bludgeoning damage on a hit. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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.
  • Whispers rustle in the foliage within 1 mile of the dragon's lair. The words are indistinct, but a creature with an Intelligence score of 5 or higher interprets them as an invitation to move deeper into the greenery.
  • The dragon can cause any Tiny Beast within 1 mile of its lair to act as its mouthpiece. The effect is horrendous, as the creature's throat and mouth temporarily warp into a twisted version of the dragon's own in order to allow the dragon's voice to issue forth.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
7/4/2025 12:12:48 AM
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Darastrix_the_kobold

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