Amphibious. The dragon can breathe air and water.
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
Speak with Beasts and Plants. The dragone can communicate with beasts and plants as if they shared a language.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) force damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) 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 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.
Fey Breath (Recharge 5–6). The dragon exhales whimsical mist in a 90--foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 77 (22d6) force damage on a failed save, or half as much damage on a successful one. Additionally the ground in this area grows grasping weeds and vines, as if they were affected by an entangle spell.
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.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 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.
Woodland Call (Costs 3 Actions). The dragons calls the forest animals to his aid, casting a 5-level conjure animals spell.
Description
Unlike other chromatic dragons, the fey infused green dragon seems to have a move neutral aliment, possibly the fey magic freed the dragon of its evil mindset. A green fey dragon is similar to the green with a few notable differences. The horns on the dragons head have turn from a hard bone into a horn resembling that of a reindeer, their scales have become discolored in a stripped pattern and has begun growing brown fur.
Lair and Lair Actions
The forest-loving green fey dragons live side my side with other wild life as guardians of the forest. However, a forest controlled by a green dragon is easy to spot. A perpetual mist hangs in the air in a legendary green dragon’s wood, carrying an whimsical glittery shine and a smell of lavender. 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 lake or pond by a sheer cliff or hillside for its lair, preferring to relax in the waters. Some seek out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation.
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:
- Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon 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 the dragon dies.
- Magical mist 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 falls unconscious until initiative count 20 on the next round, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.
- A twisting pattern of colors weaves through the air 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 fey magic, which creates one or more of the following effects:
- Thickets form labyrinthine passages within 1 mile of the dragon’s lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it’s in contact with the thickets or take 3 (1d6) piercing damage from thorns.
Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage. - 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, including the thickets described above. The plants remove themselves from the dragon’s path.
- Forest dwelling animals within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. Deer and other large game are present and unafraid the the dragon unlike its green dragon counterpart.
If the dragon dies, the animals lose their supernatural link to it. The thickets remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their thorns.
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