Huge Swarm of Huge dragons, Lawful Evil
Armor Class 9 (natural armor)
Hit Points 50 (6d20)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
4 (-3)
DEX
1 (-5)
CON
7 (-2)
INT
5 (-3)
WIS
5 (-3)
CHA
6 (-2)
Saving Throws DEX −3, CON +0, WIS −1, CHA +0
Skills Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6
Damage Immunities Poison
Condition Immunities Poisoned
Gear natural armor
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic common draconian australian
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Amphibious. The dragon can breathe air.

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

Appearance centipede 100 feet 

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its many feet.

Bite. Bite"}[/rollable] to hit, reach 10 ft., one target.

Hit: 17 [rollable](2d10 + 6);{"diceNotation":"2d10+6","rollType":"damage","rollAction":

"Bite","rollDamageType":"piercing"}[/rollable]

Claw. "Claw"}[/rollable] to hit, reach 5 ft., one target. Hit: 13 (2d6 + 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.

Bonus Actions

beige in color, amber eyes, 5 ft tall, 100 ft long, and can't turn well/ can't see behind him. Spine color of green. Can't jump. Roll's well.

Reactions

What the fork?!

 

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.

Description

The most cunning and treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. A green dragon is recognized by the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull.

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. 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 meadow in a hillside for its lair, preferring an in the open.

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:

  • 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:

  • 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. 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.

Habitat: ForestHillSwamp

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