GREEN DRAGON, ANCIENT – 5e stats

Gargantuan dragon (chromatic dragon), lawful evil

Armor Class 21 (Natural Armor)
Hit Points 385 (22d20+154)
Speed 40 ft., fly 80 ft., swim 40 ft.

Proficiency Bonus +7
Proficiency Bonus +9 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
27 (+8)12 (+1)25 (+7)20 (+5)17 (+3)19 (+4)

Saving Throws Dex +8, Con +14, Wis +10, Cha +11
Skills Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
Languages Common, Draconic
Challenge 22 (41,000 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: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 17 (3d6 + 7)poison damage.
  • Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.
  • Kick (suggested)Melee Weapon Attack: +15 to hit, reach 15 ft., one target behind the dragon. Hit: 15 (2d6 + 8) slashing damage. The target must succeed on a DC 23 Dexterity saving throw or be kicked back 10 feet. If the target is kicked back, it must succeed on a DC 23 Constitution saving throw or fall prone.
  • Plummet (suggested)Melee Weapon Attack: +15 to hit, reach 5 ft., one or more targets on the ground. Hit: 19 (2d10 + 8) 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 (+7) 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 23 Constitution saving throw or be pinned under the dragon, taking 18 (2d10 + 7) 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 23 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 23 Dexterity saving throw or be grappled (escape DC 23) 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 15 (2d6 + 8) 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: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.  In addition, the target must succeed on a DC 23 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: +15 to hit, reach 20 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage.  In addition, the target must succeed on a DC 23 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 23 Strength saving throw or be pushed 20 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 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 (Recharge 5-6). 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

Ancient 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. Ancient 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 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.

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

The Ancient Green Dragon is one of the most cunning and treacherous of true dragons, using misdirection and trickery to get the upper hand against its enemies. It has a long, serpentine body covered with dark green scales that blend well with its forested surroundings. A crest of horn-like projections runs from its eyes to the back of its skull, and continues along its spine, reaching its full height just behind the head. Its eyes are a deep green, and its teeth and claws are black. Its wings are broad and leathery, and its tail is long and powerful, ending in a barbed tip.

The Ancient Green Dragon is a master of poison, both in its breath weapon and in its knowledge of plants and animals that can produce deadly toxins. It can exhale a cloud of poisonous gas that can kill or incapacitate anyone who inhales it, and it can also coat its claws and teeth with venom from its glands or from plants it collects. It is immune to poison itself, and can breathe both air and water.

The Ancient Green Dragon is highly intelligent and charismatic, able to speak several languages and manipulate others with deception, persuasion, and intimidation. It enjoys playing mind games with its foes, often luring them into traps or ambushes, or making false promises or threats to gain their trust or fear. It is also very greedy and covetous, hoarding treasure and magic items in its lair, and seeking to expand its domain by conquering or allying with other creatures.

COMBAT

The Ancient Green Dragon is a formidable opponent in combat, using its size, strength, speed, and magic to overwhelm its enemies. It prefers to fight from a distance, using its poison breath or spells to weaken or kill its foes before closing in for the kill. It can also fly or swim away from danger, or use its stealth and camouflage to hide or escape.

The Ancient Green Dragon is a solo controller, meaning that it can act multiple times in a round, and that it can affect large areas or multiple targets with its attacks. It can use its frightful presence to cause fear in those who see it, making them easier to hit or manipulate. It can also use its tail or wings to knock down or push away anyone who gets too close, or to create gusts of wind or fog to obscure vision.

The Ancient Green Dragon has several spells at its disposal, such as charm person, suggestion, dominate person, invisibility, mirror image, polymorph, telekinesis, wall of thorns, plant growth, entangle, spike growth, and more. It can use these spells to charm, control, deceive, distract, hinder, or harm its enemies, depending on the situation.

The Ancient Green Dragon is not without weaknesses, however. It is vulnerable to cold damage, as well as radiant damage from holy sources. It can also be tricked by clever opponents who can see through its lies or resist its charms. It is also very arrogant and overconfident, sometimes underestimating its foes or overextending itself.

HABITAT / SOCIETY

The Ancient Green Dragon lives in dense forests or jungles, where it can blend in with the foliage and prey on the abundant wildlife. It makes its lair in a cave or ruin hidden by vegetation or magic, where it guards its treasure and plots its schemes. It often claims a large territory as its own, marking it with signs of its presence such as claw marks on trees or bones of its victims.

The Ancient Green Dragon is usually solitary, preferring to rule over lesser creatures than share power with equals. It may ally with other evil beings such as hags, lycanthropes, yuan-ti, orcs, goblins, or cultists who worship it as a god or serve it as minions. It may also tolerate other green dragons who are weaker than itself as vassals or mates. However, it will not hesitate to betray or kill anyone who crosses it or challenges it.

The Ancient Green Dragon may occasionally seek out other ancient dragons of different colors for conversation or competition. It may respect the intelligence of blue dragons or the cunning of black dragons but despise the brutality of red dragons or the arrogance of gold dragons. It may also have a rivalry with white dragons who compete for territory in cold regions.

ECOLOGY

The Ancient Green Dragon is an apex predator in its environment, hunting any creature that catches its eye or appetite. It prefers to eat fresh meat but will also consume plants or fruits that have poisonous properties. It may also collect rare herbs or fungi that have magical or alchemical uses.

The Ancient Green Dragon plays an important role in the balance of nature in its domain. It may protect the forest from deforestation or fire by destroying intruders who threaten it. It may also cultivate the growth of plants that benefit it or harm its enemies. However, it may also cause harm to the ecosystem by overhunting, poisoning, or enslaving the native creatures.

The Ancient Green Dragon reproduces by laying eggs, usually in a hidden nest guarded by magic or minions. It may mate with another green dragon or use polymorph to assume a different form and mate with another creature. It may also use magic to create or modify offspring to suit its purposes. It does not care much for its offspring, leaving them to fend for themselves or using them as pawns or experiments.