Amphibious. Zharatross can breathe air and water.
Innate Spellcasting. Zharatross' innate spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: poison spray, fire bolt, frostbite, ray of frost
1/day each: plane shift (self only), meteor swarm, power word stun, teleport, chain lightning, flesh to stone, polymorph
3/day each: counter spell, invisibility, sending
Regeneration. Zharatross regains 20 hit points at the start of his turn if he has at least 1 hit point.
Magic Weapons. Zharatross' weapon attacks are magical.
Magic Resistance. Zharatross has advantage on saving throws against spells and other magical effects.
Siege Monster. Zharatross deals double damage to objects and structures.
Legendary Resistance (4/Day). If Zharatross fails a saving throw, he can choose to succeed instead.
Multiattack. Zharatross can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 21 (6d6) poison damage and target creature must make a DC 27 constitution saving throw or become poisoned for one 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 Zharatross' poison effect for the next 24 hours.
Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 24 (4d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of Zharatross' choice that are within 120 feet of him and aware of him must succeed on a DC 26 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 Zharatross' Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6). Zharatross uses one of the following breath weapons.
Poison Breath. Zharatross exhales poisonous gas in a 90--foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 98 (28d6) poison damage on a failed save, or half as much damage on a successful one.
Fire Breath. Zharatross exhales fire in 120-foot line that is 10 feet wide. Each creature in that area must make a DC 27 Dexterity saving throw or take 99 (18d10) fire damage on a failed save, or half as much on a successful one.
Zharatross can take 4 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. Zharatross regains spent legendary actions at the start of its turn.
Detect. Zharatross makes a Wisdom (Perception) check.
Tail Attack. Zharatross makes a tail attack.
Cantrip. Zharatross casts a cantrip.
Wing Attack (Costs 2 Actions). Zharatross beats his wings. Each creature within 15 feet of him must succeed on a DC 27 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Zharatross can then fly up to half his flying speed.
Spell (Costs 2 Actions). Zharatross casts a spell.
Breath Weapon (Costs 3 Actions). Zharatross uses one of his breath weapons if he has it available.
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
Lair Actions
On initiative count 20 (losing initiative ties), Zharatross takes a lair action to cause one of the following effects; Zharatross 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 Zharatross 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 Zharatross dies.
- A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of Zharatross. 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 Zharatross uses this lair action again or when Zharatross dies.
- One creature Zharatross can see within 120 feet of him must succeed on a DC 15 Charisma saving throw or be banished to the fey wilds. To escape, the creature must use its action to make a Charisma check contested by the dragon’s. If the creature wins, it escapes the fey wilds. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.
- The whirlpools in the lair become magically charged and lash out with watery appendages. A creature within 15 feet of a whirlpool must make a DC 15 dexterity saving throw or be pulled into the center of the whirlpool and knocked prone. Each whirlpool in the lair can only target one creature at a time.
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