Huge Dragon, Neutral Evil
Armor Class 19 Natural Armor
Hit Points 190 (15d12 + 115)
Speed 40 ft., Climb 40 ft., Fly 100 ft.
STR
25 (+7)
DEX
15 (+2)
CON
25 (+7)
INT
15 (+2)
WIS
13 (+1)
CHA
20 (+5)
Saving Throws STR +12, DEX +7, CON +12
Skills Perception +13, Stealth +8
Damage Resistances Poison
Damage Immunities Fire
Condition Immunities Grappled
Senses Blindsight 60 ft., Darkvision 100 ft., Passive Perception 25
Languages Common, Draconic
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

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

Actions

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

Bite: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.

Claw: Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) slashing damage.

Charge: If the dragon moves at least 20 ft. straight towards a creature, the dragon will collide with the creature dealing 15 (2d6+8) bludgeoning damage and be knocked prone. 


Frightful Presence: Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 19 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.

Fire Breath (Recharge 5-6): The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Fire Tornado (Recharge 6-8) A swirling tornado of fire appears in a 20-foot-radius sphere centered on a point within range (120ft.). As a bonus action on the turn the dragon summoned the fire tornado and each turn thereafter, it may move the fire tornado 15 feet.

When the tornado appears, each creature in it must make a DC 21 Dexterity saving throw. A creature takes 10d6 fire damage  on a failed save or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

If a creature inside the tornado fails three saving throws and does not have resistance or immunity to fire damage, they gain a level of exhuastion due to the excruciating heat.

Legendary Actions

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. Spent legendary Actions are regained at the start of each turn.

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

Tail Attack: The dragon makes a tail Attack.

Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

Jungle Dragons make their homes within dense, thick jungles. A jungle controlled by a Jungle Dragon is easy to spot due to the unnaturally high temperature of the jungle. Almost no light reaches the jungle floor due to the high density of the jungles canopy. 

At the centre of the jungle, a Jungle Dragon will make its lair underneath the largest tree in the forest, mixed among the roots of the tree.

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:

  • The roots of the tree erupt in a 20-foot radius centred on a point on the ground the dragon can see within 100 feet of it. The area becomes difficult terrain for all but the dragon, and each creature must make a DC 15 strength save or become restrained by the roots. A creature can be saved from the roots if another creature makes a DC 15 strength save and succeeds.
  • The dragon can summon a swarm of flying insects around one creature the dragon can see within 100 feet, the creature must succeed a DC 15 constitution save or become diseased.
  • The dragon causes the temperature to rise in a 100 feet area around itself, creatures within this area must make a DC 12 constitution save or become exhausted.

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 a 1 mile radius of the dragons lair a dense, tall jungle. The canopy of the jungle lets little light in, obscures vision past 60 feet. The terrain becomes difficult to traverse, causing every 1 foot of movement to become 4 feet of movement.
  • Within a 2 mile radius of the dragons lair the air becomes hotter and harder to breathe, this effect becomes more intense the closet to the lair a creature is.

Habitat: Forest

MoonMoosen

Comments

Posts Quoted:
Reply
Clear All Quotes