Huge Dragon, Neutral
AC 19 (natural armor, barklike scales)    Initiative +14 (24)
HP 315 (18d12 + 180)
Speed 40 ft., climb 40 ft., fly 80 ft.
Mod Save
STR 23 +6 +6
DEX 14 +2 +8
CON 24 +7 +13
Mod Save
INT 14 +2 +2
WIS 20 +5 +11
CHA 17 +3 +9
Skills Nature +8, Perception +17, Stealth +8, Survival +11
Resistances Piercing
Immunities Bludgeoning, Poison, Slashing; Charmed, Poisoned, Restrained
Senses Darkvision 120 ft., Tremorsense 120 ft., Passive Perception 27
Languages Common, Draconic, Sylvan
CR 18 (XP 20,000, or 20,000 in lair; PB +6)
Traits

Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.

Barklike Scales. While in forests, the dragon has advantage on Dexterity (Stealth) checks and can merge with natural terrain, appearing like a massive living tree.

Antlered King. When the dragon charges 20 ft. and hits with a gore attack, the target must succeed on a DC 20 Strength save or be knocked prone and restrained by spectral roots until the end of its next turn.

Innate Spellcasting. The dragon’s spellcasting ability is Wisdom (spell save DC 19). It can innately cast the following spells, requiring no material components:

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws, or two claws and one antler gore.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (2d12 + 6) piercing damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 6) slashing damage.

Antlers. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 6) piercing damage.

Poison Leafstorm Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 72 (16d8) Poison and Slashing damage. Success: Half damage.

Legendary Actions

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.

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

  • Tail Swipe. The dragon makes a tail attack.

  • Entangling Roots (Costs 2 Actions). Roots and vines burst from the ground in a 20 ft. radius within 60 ft. Each enemy must succeed on a DC 19 Strength save or be restrained until the start of the dragon’s next turn.

Description

Lore (Adult)

An Adult Forest Dragon is the living embodiment of the wild. Its antlers are crowned like a stag king’s, thick with moss and vines. Its wings resemble vast, leafy canopies that blot out the sun when spread. No longer a hidden predator, it is now a lord of the forest, a living citadel of nature’s wrath.

Druids revere them as demigods. Kings fear them as implacable foes of deforestation and conquest. When an adult forest dragon rises in fury, its leafstorm breath becomes a toxic hurricane, shredding armies and leaving poisoned soil in its wake.

Lair and Lair Actions

Lair of the Adult Forest Dragon

The Verdant Throne

The lair of an Adult Forest Dragon is a colossal overgrown ruin, often a forgotten elven or druidic temple, reclaimed entirely by the forest. Trees grow through shattered stone halls, roots coil through broken statues, and antlers of moss-covered wood crown the ruins like a natural cathedral. The dragon does not hoard gold like its kin — instead, its hoard is one of rare seeds, sacred stones, and relics of ancient druids, all guarded by the living wilds.


Terrain Features

  • Living Canopy. The ceiling of the lair is formed by massive intertwined branches. Shafts of green-gold light pour through cracks, casting an eternal twilight.

  • Root Labyrinth. The ground is uneven, tangled with roots that shift subtly to hinder intruders, creating natural walls and dead-ends.

  • Sacred Pools. Crystal-clear waters gather in still ponds that reflect visions of intruders’ fears or futures. These waters heal allies of the dragon but burn its enemies with radiant poison.

  • Antler Archways. Towering natural arches of wood and bone-like antlers form gateways within the lair, glowing faintly with druidic runes.


Lair Actions

On initiative count 20 (losing ties), the Forest Dragon can command the Verdant Throne to act:

  1. Entangling Roots. Vines and roots surge in a 20 ft. radius within 90 ft. Each enemy must succeed on a DC 19 Strength save or be restrained until the start of the dragon’s next turn.

  2. Leafstorm Burst. A cyclone of leaves and pollen whirls in a 30 ft. radius. Enemies inside must succeed on a DC 19 Constitution save or take 21 (6d6) poison and slashing damage.

  3. Forest’s Whisper. The lair conjures spectral deer, wolves, or owls that distract intruders. One enemy of the dragon’s choice has disadvantage on all attack rolls until the start of the dragon’s next turn.


Regional Effects

The land within 6 miles of the dragon’s lair is transformed by its presence:

  • Unnatural Growth. Forests expand rapidly, swallowing farmland and ruins in weeks instead of decades.

  • Hunting Grounds. Predatory beasts grow larger, more cunning, and unnaturally loyal to the dragon.

  • Poisonous Pollen. A faint green mist lingers in the air. Travelers must make a DC 15 Constitution save each dawn or suffer one level of exhaustion. Druids and rangers feel invigorated instead, gaining inspiration.

  • The Stag’s Crown. Travelers sometimes glimpse vast spectral antlers in the forest canopy — a sign of the dragon’s gaze. Those marked are hunted relentlessly until they leave the region or appease the dragon.

If the dragon dies, the forest begins to wither unnaturally, leaving behind deadwood and rot that may last for generations.

Habitat: ForestGrasslandPlanar (Feywild)

Treasure:  Implements

WilliamTaylor7652

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