Large Dragon, Lawful Neutral
Armor Class 15 Natural armor
Hit Points 138 (16d10 + 48)
Speed 40 ft., fly 80 ft., burrow 5 ft., swim 60 ft.
STR
15 (+2)
DEX
10 (+0)
CON
16 (+3)
INT
20 (+5)
WIS
21 (+5)
CHA
20 (+5)
Saving Throws DEX +3, INT +8, WIS +8
Skills History +8, Investigation +8, Perception +8
Damage Immunities Thunder
Senses Blindsight 60ft, Darkvision 120ft, Passive Perception 18
Languages Common, Draconic
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Flexing coil. Creatures that see the emerald dragon for the first time within 24 hours must make a DC 15 perception check or the dragon has advantage on attacking that creature for the first round of combat. 

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

Innate Spellcasting (Psionics). The adult emerald dragon's innate spellcasting ability is Intelligence (DC 16). The adult emerald dragon can innately cast the following spells, requiring no material components:

At will: fog cloud, greater invisibility, identify, legend lore, plane shift, suggestion (verbal only required)

Actions

Multi attack. The adult emerald dragon uses its frightful prescience then makes a bite attack and two claw attacks. 

Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., 1 target. Hit: 10 (2d8 + 2) piercing damage. 

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 6 (2d4 + 2) slashing damage. 

Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., 1 target. Hit: 8 (2d6 + 2) bludgeoning 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 15 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.

Sonic vibration breath. The dragon exhales a wave of sonic vibrations. Each creature within a 45ft cone must make a DC 13 Constitution saving Throw or be knocked unconscious for 1d4 minutes. On a successful save the target is deafened for 1d4 minutes. To wake a sleeping creature a character can use their bonus action to wake them allowing the creature to make the save again, other gem dragons are immune to this breath weapon. 

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 (Costs 1 Action). The dragon makes a Wisdom (Perception) check.

Tail Attack (Costs 1 Action). The dragon makes a tail attack.

Hypnotic shimmer (Costs 2 Actions). Each creature that can see the emerald dragon within 60ft must make a DC 15 Wisdom saving throw or be stunned until the end of their next turn. 

Description

Known as the most paranoid of the gem dragons, emerald dragons use their innate affinity for telepathy and clairstentience to indulge their love of studying history without having to actually interact with other races. These scintillating green-scaled dragons favor lairing on extinct or rarely-active volcanoes, where they feed on lizards and giants - especially fire giants, whom they absolutely detest for some reason.

Habitat: Underdark

drdeatheer

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