Ancient Green Dragon

Green Dragon, Ancient

Gargantuan dragon, lawful evil

22
Challenge Rating
41000 XP

An ancient green dragon is a formidable and cunning creature that epitomizes the essence of nature’s cunning and treachery. Its massive body is covered in dark green scales, blending seamlessly with the dense foliage of its forest domain. The dragon’s eyes, a piercing emerald color, reflect its intelligence and devious nature. Its long, serpentine neck supports a snarling head adorned with sharp teeth and wickedly curved horns. Powerful wings, reminiscent of leafy branches, enable it to navigate the sky with eerie grace. The dragon’s breath is a deadly cloud of poisonous gas, capable of incapacitating or even killing its adversaries. With an affinity for manipulation and camouflage, an ancient green dragon is a master of deception and ambush. It uses its knowledge of its territory to lay traps and set up elaborate schemes to lure unsuspecting prey. Within its lair, hidden deep within the heart of a dense forest, the dragon hoards its treasures and secrets. The presence of an ancient green dragon instills fear and respect, as it represents the unforgiving and unpredictable forces of the natural world.

Special Abilities

Amphibious

The dragon can breathe air and water.

Legendary Resistance

If the dragon fails a saving throw, it can choose to succeed instead.

Usage: 3 per day

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: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison 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.
  • Poison Breath: The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions

  • 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 ft. 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.

Lair Actions

  1. Toxic Spores: On initiative count 20 (losing initiative ties), the dragon can release spores from the mold and fungi within its lair. Each creature within 60 feet of the dragon must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  2. Ensnaring Roots: The dragon can cause thick roots and vines to burst from the ground in a 30-foot radius centered on a point it can see within 120 feet. The area becomes difficult terrain, and creatures that start their turn in the area must succeed on a DC 14 Strength saving throw or be restrained until the start of the dragon’s next turn.
  3. Whispers of the Forest: The dragon can fill the minds of creatures it chooses within 120 feet of it with ominous whispers. Each affected creature must succeed on a DC 15 Wisdom saving throw or be frightened until the end of the dragon’s next turn. This action plays into the green dragon’s manipulative and intimidating presence.

Green Dragon Regional Effects

  • Choking Overgrowth: Vegetation within 1 mile of the dragon’s lair grows at an unnaturally rapid rate, often overrunning paths, encroaching on fields, and even enveloping buildings. This dense foliage can hide the lair’s exact location and makes travel through the area slow and dangerous.
  • Corrupted Wildlife: Animals within 1 mile of the lair exhibit more aggressive behavior and may have physical signs of corruption, such as unusual colors or deformities. These animals are often hostile to strangers, reflecting the dragon’s malignant influence over its territory.
  • Pervasive Miasma: A subtle, toxic miasma fills the air, particularly in secluded areas within 1 mile of the dragon’s lair. Creatures unaccustomed to it may find themselves coughing and wheezing, suffering minor but not life-threatening effects. This miasma can be a warning sign to unwary travelers of the dragon’s presence.

Lore

The Stream

Armor Class: 21 (natural armor)
Hit Points: 385 (22d20+154)
Speed: 40 ft. (walk), 80 ft. (fly), 40 ft. (swim)
str
+8
27
dex
+1
12
con
+7
25
int
+5
20
wis
+3
17
cha
+4
19
Damage Immunities: poison
Condition Immunities: Poisoned
Proficiency Bonus: +7

Proficiencies

  • Saving Throw: DEX +8
  • Saving Throw: CON +14
  • Saving Throw: WIS +10
  • Saving Throw: CHA +11
  • Skill: Deception +11
  • Skill: Insight +10
  • Skill: Perception +17
  • Skill: Persuasion +11
  • Skill: Stealth +8

Senses

  • Passive Perception: 27
  • Blindsight: 60′
  • Darkvision: 120′
Languages: Common, Draconic
Environment: Forest

Credits: SRD 5.1