Huge dragon (chromatic dragon), lawful evil
Armor Class 19 (Natural Armor)
Hit Points 207 (18d12+90)
Speed 40 ft., fly 80 ft., swim 40 ft.
Proficiency Bonus +5
Proficiency Bonus +7 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
23 (+6) | 12 (+1) | 21 (+5) | 18 (+4) | 15 (+2) | 17 (+3) |
Saving Throws Dex +6, Con +10, Wis +7, Cha +8
Skills Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
Languages Common, Draconic
Challenge 15 (13,000 XP)
Amphibious. The dragon can breathe air and water.
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.
- Multiattack (suggested). The dragon can use its Frightful Presence. It then makes four attacks.
- Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: (2d10 + 6) piercing damage plus (2d6)poison damage.
- Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: (2d6 + 6) slashing damage.
- Kick (suggested). Melee Weapon Attack: +11 to hit, reach 10 ft., one target behind the dragon. Hit: 12 (2d6 + 6) slashing damage. The target must succeed on a DC 19 Dexterity saving throw or be kicked back 10 feet. If the target is kicked back, it must succeed on a DC 19 Constitution saving throw or fall prone.
- Plummet (suggested). Melee Weapon Attack: +11 to hit, reach 5 ft., one or more targets on the ground. Hit: 17 (2d10 + 6) bludgeoning damage. The dragon can use this attack only if it is flying or jumping and descends at least 30 feet straight toward the target. The dragon can target a number of creatures equal to its proficiency bonus (+5) that are in a 15-foot radius of where it lands. The dragon makes a separate attack roll for each target. The target must succeed on a DC 18 Constitution saving throw or be pinned under the dragon, taking 17 (2d10 + 6) bludgeoning damage at the start of each of the dragon’s turns until the dragon moves or the target escapes. The target can use its action to make a DC 18 Strength check, ending the effect on itself on a success. The dragon can’t use its breath weapon or wing attack on the same turn as this attack.
- Snatch (suggested). When the dragon flies at least 20 feet straight toward a creature that is two or more size categories smaller than itself and then hits it with a claw attack on the same turn, the dragon can use its bonus action to try to snatch the creature. The target must succeed on a DC 19 Dexterity saving throw or be grappled (escape DC 19) by the dragon and lifted into the air. While grappled in this way, the target is restrained and has disadvantage on Strength checks and Strength saving throws. The dragon can only snatch one creature at a time. At the start of each of the dragon’s turns, it can choose to squeeze the snatched creature, dealing 13 (2d6 + 6) slashing damage to it. Alternatively, the dragon can make an attack roll against the snatched creature to transfer it to its mouth. On a hit, the creature is no longer grappled by the claw, but by the bite. On a miss, the creature falls and takes falling damage as normal.
- Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: (2d8 + 6) bludgeoning damage. In addition, the target must succeed on a DC 19 Constitution saving throw or be stunned until the end of the dragon’s next turn. The dragon can make this attack as a bonus action if it uses its Multiattack action on its turn.
- Wing Buffet (suggested). Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. In addition, the target must succeed on a DC 19 Dexterity saving throw or be knocked prone. The dragon can make this attack as a bonus action if it uses its Multiattack action on its turn. Each creature in the area must succeed on a DC 19 Strength saving throw or be pushed 15 feet away from the dragon due to the gust of wind produced by the wing buffet.
- 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 16 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 (Recharge 5-6). The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.
LEGENDARY ACTIONS
Adult Green 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. Adult Green Dragon regains spent legendary actions at the start of their turn.
- Detect. The dragon makes a Wisdom (Perception) check.
- Tail Attack. The dragon makes an additional attack.
- Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
Adult green dragons are among the most cunning and treacherous of all dragons. They have a distinctive crest that runs from their eyes to the back of their skull, and their scales are a deep green that blends well with their forested surroundings. Their eyes are a vivid shade of green, often with flecks of gold or yellow. They have long, serpentine bodies and powerful limbs, and their tails are tipped with a sharp spike. Their wings are broad and leathery, and their breath weapon is a cone of poisonous gas that can incapacitate or kill their foes.
Adult green dragons are master manipulators, using deception and persuasion to get what they want. They are adept at reading the emotions and intentions of others, and they often use this skill to exploit their enemies’ weaknesses. They are also very paranoid and secretive, hiding their lairs and hoards from prying eyes. They prefer to avoid direct confrontation, instead relying on traps, allies, or minions to deal with intruders. They are also fond of riddles and puzzles, and they sometimes test the intelligence and wit of those who seek their favor or challenge their authority.
COMBAT
Adult green dragons are formidable opponents in combat, using their physical and mental abilities to gain an advantage over their enemies. They often start a fight by using their frightful presence to scare off weaker foes, then unleash their poison breath to weaken or kill the rest. They also use their claws, bite, and tail to inflict damage, and they can fly or swim to escape or pursue their prey. They are not above using dirty tricks, such as feigning surrender, lying, or bribing, to turn the tide of battle in their favor.
Adult green dragons are also very intelligent and tactical, using their knowledge of the terrain and their enemies to plan their attacks. They often set up ambushes, traps, or diversions to catch their foes off guard. They also use their allies or minions to distract, harass, or flank their enemies, while they strike from a safe distance or a hidden location. They are very careful about exposing themselves to danger, and they will retreat or flee if they feel threatened or outnumbered.
HABITAT / SOCIETY
Adult green dragons prefer to live in dense forests, where they can blend in with the foliage and enjoy the abundance of prey and resources. They also like to have access to water sources, such as rivers, lakes, or swamps, where they can hunt aquatic creatures or hide from enemies. They often choose lairs that are well-hidden and protected by natural or artificial obstacles, such as caves, ruins, or thickets. They also decorate their lairs with trophies, art objects, or other items that reflect their personality and interests.
Adult green dragons are very territorial and solitary creatures, rarely tolerating the presence of other dragons or creatures in their domain. They often claim large areas of land as their own, and they will defend them fiercely from intruders. They sometimes come into conflict with other dragons over territory or resources, especially black dragons in marshy woods or white dragons in subarctic taiga. They also view most other creatures as potential prey, enemies, or pawns in their schemes.
Adult green dragons are not very social creatures, but they do occasionally interact with other beings for various reasons. They sometimes seek out mates of their own kind or other chromatic dragons to produce offspring. They also sometimes form alliances with other evil creatures, such as cultists, bandits, or monsters, to further their goals or protect their interests. They also sometimes entertain visitors who seek their wisdom, power, or treasure, but they usually demand something in return for their hospitality.
ECOLOGY
Adult green dragons are apex predators in their environment, hunting a variety of animals and plants for food. They have a preference for elves and fey creatures, which they consider delicacies. They also enjoy eating fruits and vegetables, especially those that have a sweet or sour taste. They sometimes poison their food sources to prevent others from stealing them or to lure unsuspecting prey into their traps.
Adult green dragons have a significant impact on their ecosystem, both positively and negatively. On one hand, they help maintain the balance of nature by culling the population of weaker or overabundant creatures. They also cultivate some plants and animals that they find useful or pleasing. On the other hand, they also cause destruction and chaos by killing indiscriminately, spreading diseases, or altering the terrain to suit their needs. They also hoard vast amounts of wealth and resources that could benefit others.
Adult green dragons have few natural enemies besides other dragons or powerful adventurers who seek to slay them or plunder their hoards. They are immune to poison and resistant to most forms of magic. They also have a long lifespan that can span centuries or millennia. However, they are not invincible, and they can be killed by physical damage or by exploiting their weaknesses, such as their arrogance, greed, or paranoia.