Large dragon (chromatic dragon), lawful evil
Armor Class 18 (Natural Armor)
Hit Points 136 (16d10+48)
Speed 40 ft., fly 80 ft., swim 40 ft.
Proficiency Bonus +3
Proficiency Bonus +7 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 12 (+1) | 17 (+3) | 16 (+3) | 13 (+1) | 15 (+2) |
Saving Throws Dex +4, Con +6, Wis +4, Cha +5
Skills Deception +5, Perception +7, Stealth +4
Damage Immunities Poison
Condition Immunities Poisoned
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
Languages Common, Draconic
Challenge 8 (3,900 XP)
Amphibious. The dragon can breathe air and water.
ACTIONS
- Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
- Multiattack (suggested). The dragon makes four attacks.
- Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (2d10 + 4) piercing damage plus (2d6)poison damage.
- Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) slashing damage.
- Kick (suggested). Melee Weapon Attack: +7 to hit, reach 10 ft., one target behind the dragon. Hit: 11 (2d6 + 4) slashing damage. The target must succeed on a DC 15 Dexterity saving throw or be kicked back 10 feet. If the target is kicked back, it must succeed on a DC 15 Constitution saving throw or fall prone.
- Plummet (suggested). Melee Weapon Attack: +7 to hit, reach 5 ft., one or more targets on the ground. Hit: 15 (2d10 + 4) 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 (+3) 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 14 Constitution saving throw or be pinned under the dragon, taking 15 (2d10 + 4) 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 17 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 15 Dexterity saving throw or be grappled (escape DC 15) 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 11 (2d6 + 4) 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: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. In addition, the target must succeed on a DC 15 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: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. In addition, the target must succeed on a DC 15 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 15 Strength saving throw or be pushed 10 feet away from the dragon due to the gust of wind produced by the wing buffet.
- Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
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
Young green dragons are the offspring of adult green dragons, one of the most cunning and treacherous of true dragons. They have a crest that begins near their eyes and continues down their spine, reaching full height just behind the skull. Their scales are a dark green color, sometimes with a yellowish tint. Their eyes are a deeper green than their scales, and they have a forked tongue that flicks in and out of their mouth. Young green dragons are about 16 feet long from nose to tail tip, and weigh about 1,600 pounds.
COMBAT
Young green dragons are not as powerful or experienced as their elders, but they are still formidable foes. They prefer to use misdirection and trickery to get the upper hand against their enemies, often using their innate ability to cast minor illusions or charm person. They are also adept at hiding in natural terrain, using their stealth skill to ambush unsuspecting prey. Young green dragons have a natural armor that protects them from physical attacks, and they are immune to poison damage and the poisoned condition. They can attack with their bite and claws, inflicting piercing, slashing, and poison damage. Their most dangerous weapon, however, is their poison breath, which they can exhale in a 30-foot cone. Any creature caught in the blast must make a constitution saving throw or take a large amount of poison damage.
HABITAT / SOCIETY
Young green dragons usually live in temperate forests, swamps, or jungles, where they can blend in with the foliage and find plenty of food and water. They are solitary creatures, unless they are part of a family group led by an adult green dragon. Young green dragons are loyal to their parents until they reach adulthood, at which point they may challenge them for dominance or leave to find their own territory. Young green dragons are greedy and covetous, collecting treasure and valuables from their victims. They are also very curious and intelligent, enjoying riddles and puzzles. They can speak common and draconic languages, and often use their deception skill to manipulate or trick other creatures.
ECOLOGY
Young green dragons are carnivorous predators, feeding on animals and sometimes humanoids that wander into their domain. They prefer fresh meat, but will also scavenge or raid farms and villages if they are hungry or bored. They have a keen sense of smell and taste, and can detect poison or disease in their food. They also have a preference for elf flesh, which they consider a delicacy. Young green dragons have few natural enemies, except for other dragons or adventurers who seek to slay them for their scales or treasure.