Size:
Type:
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
Hit Points:
Attack Rank:
Passive Defense:
Active Defense:
Damage Reduction:
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: D&D 5e (Adult Emerald Dragon)
Actions/Abilities/Traits: D&D 5e (Adult Emerald Dragon)
Attributes
Strength: 23
Dexterity: 12
Constitution: 21
Intelligence: 18
Wisdon: 16
Charisma: 18
Saving Throws
Saving Throw Bonuses
Dexterity: +6
Consitution: +10
Wisdom: +8
Constitution: +9
Skills
arcana: +9
deception: +9
perception: +13
stealth: +6
Offense
Bite
Circumstance: Melee
11 to hit, reach 10 ft., one target. (2d10 + 6) piercing damage plus 7 (2d6) psychic damage.
Offense
Claw
Circumstance: Melee
11 to hit, reach 5 ft., one target. (1d8 + 6) slashing damage.
Action
Multiattack
The dragon makes one Bite attack and two Claw attacks.
Action
Disorienting Breath {@recharge 5}
The dragon exhales a wave of psychic dissonance in a 60-foot cone. Each creature in that area must make a 18 Intelligence saving throw. On a failed save, the creature takes 42 (12d6) psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d6 and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects.
Legendary Action
Claw
The dragon makes one Claw attack.
Legendary Action
Psionics (Costs 2 Actions)
The dragon uses Psychic Step or Spellcasting.
Legendary Action
Emerald Embers (Costs 3 Actions)
The dragon creates a dancing mote of green flame around a creature it can see within 60 feet of it. The target must succeed on a 17 Dexterity saving throw or take 31 (9d6) fire damage.
Bonus Action
Change Shape
The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Bonus Action
Psychic Step
The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
Spellcasting (Psionics)
Frequency:
At Will
Attribute: int
The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save 17):
mage hand (the hand is invisible)
minor illusion
Spellcasting (Psionics)
Frequency:
Daily
Attribute: int
The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save 17):
detect thoughts
dispel magic
invisibility
major image
Trait
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Trait
Shift Perception (1/Day)
The dragon can cast hallucinatory terrain, requiring no spell components and using Intelligence as the spellcasting ability (spell save 17).
Trait
Tunneler
The dragon can burrow through solid rock at half its burrowing speed and can leave a 15-foot-diameter tunnel in its wake.
Trait
Passive Perception
23
Resistances
fire
psychic
Senses
blindsight 60 ft.
darkvision 120 ft.
Languages
Common
Draconic
telepathy 120 ft.
Emerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to weave illusions to deceive and disorient. They cloak their own presence so they can observe other creatures without being discovered as they collect information on everything from local cultural practices to supernatural occurrences.
Shimmering Green
A wyrmling emerald dragon's scales are a dull, pale green, but they develop into richer and more varied shades of green as the dragon ages. Eventually, the scales become translucent and shimmer in the light, rippling as the dragon moves. The dragon's horns and spines hover above the body, moving and shifting along the back and tail to mirror the dragon's mood.
Clever Concealment
The shyest of the gem dragons, emerald dragons are also the most curious. They love to observe local settlements and peoples, using their psionic abilities to cloak themselves and watch from afar. When an emerald dragon is old enough, the dragon might take on the guise of a creature that can blend in with the local population, or at least get close without arousing suspicion. Once in a position to observe, the dragon studies the day-to-day life of local folk, with a keen interest in any magical phenomena.
Emerald dragons' attentiveness to unusual events makes them particularly useful to their sapphire dragon cousins, who hunt down Aberrations and seek evidence of Far Realm incursions into the Material Plane. These gem dragons often work together, with emerald dragons tracking the source of an incursion while sapphire dragons plan and execute a decisive purge—or recruit agents to do it for them.
Emerald dragons' preference for volcanic lairs often puts them in conflict with fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced adventurers in the hopes of pitting them against fire giant rivals.
Hoarded Histories
Emerald dragons prize knowledge, particularly local histories that focus on magical events and individuals. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create illusions, allowing them to better conceal their treasures from prying eyes and divinations.
An Emerald Dragon's Lair
Emerald dragons dwell in enormous caverns, lava tubes, and tunnel networks deep within the earth. They favor warm spaces, particularly in volcanic regions. Over time, their psychic presence seeps into the land surrounding their lairs, expanding their awareness and subconsciously luring their favorite food—giant lizards—to settle and thrive in the region.
Emerald dragons use the features of their lairs to confuse and imperil intruders. They dig additional tunnels that allow them to move through their lairs in multiple ways and set traps leading to yawning chasms or pools and flows of lava.
Emerald dragons take great pains to hide the chambers that house their hoards and collected lore, often using illusion magic and subtle construction around the natural features of their lairs to conceal their central hoard chambers from mundane and magical sight.
The challenge rating of a legendary emerald dragon increases by 1 when it's encountered in its lair.
5e Tools
Actions/Abilities/Traits: D&D 5e (Adult Emerald Dragon)
Actions/Abilities/Traits: D&D 5e (Ancient Emerald Dragon)
Actions/Abilities/Traits: D&D 5e (Ancient Emerald Dragon)
Attributes
Strength: 25
Dexterity: 12
Constitution: 25
Intelligence: 20
Wisdon: 18
Charisma: 20
Saving Throws
Saving Throw Bonuses
Dexterity: +8
Consitution: +14
Wisdom: +11
Constitution: +12
Skills
arcana: +12
deception: +12
perception: +18
stealth: +8
Offense
Bite
Circumstance: Melee
14 to hit, reach 15 ft., one target. (2d10 + 7) piercing damage plus 10 (3d6) psychic damage.
Offense
Claw
Circumstance: Melee
14 to hit, reach 10 ft., one target. (2d6 + 7) slashing damage.
Action
Multiattack
The dragon makes one Bite attack and two Claw attacks.
Action
Disorienting Breath {@recharge 5}
The dragon exhales a wave of psychic dissonance in a 90-foot cone. Each creature in that area must make a 22 Intelligence saving throw. On a failed save, the creature takes 56 (16d6) psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d8 and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects.
Legendary Action
Claw
The dragon makes one Claw attack.
Legendary Action
Psionics (Costs 2 Actions)
The dragon uses Psychic Step or Spellcasting.
Legendary Action
Emerald Embers (Costs 3 Actions)
The dragon creates a dancing mote of green flame around a creature it can see within 60 feet of it. The target must succeed on a 20 Dexterity saving throw or take 42 (12d6) fire damage.
Bonus Action
Change Shape
The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Bonus Action
Psychic Step
The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
Spellcasting (Psionics)
Frequency:
At Will
Attribute: int
The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save 20):
mage hand (the hand is invisible)
minor illusion
Spellcasting (Psionics)
Frequency:
Daily
Attribute: int
The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save 20):
detect thoughts
dispel magic
etherealness
major image
mislead
Trait
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Trait
Tunneler
The dragon can burrow through solid rock at half its burrowing speed and can leave a 20-foot-diameter tunnel in its wake.
Trait
Warp Perception (1/Day)
The dragon can cast mirage arcane, requiring no spell components and using Intelligence as the spellcasting ability.
Trait
Passive Perception
28
Resistances
fire
psychic
Senses
blindsight 60 ft.
darkvision 120 ft.
Languages
Common
Draconic
telepathy 120 ft.
Emerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to weave illusions to deceive and disorient. They cloak their own presence so they can observe other creatures without being discovered as they collect information on everything from local cultural practices to supernatural occurrences.
Shimmering Green
A wyrmling emerald dragon's scales are a dull, pale green, but they develop into richer and more varied shades of green as the dragon ages. Eventually, the scales become translucent and shimmer in the light, rippling as the dragon moves. The dragon's horns and spines hover above the body, moving and shifting along the back and tail to mirror the dragon's mood.
Clever Concealment
The shyest of the gem dragons, emerald dragons are also the most curious. They love to observe local settlements and peoples, using their psionic abilities to cloak themselves and watch from afar. When an emerald dragon is old enough, the dragon might take on the guise of a creature that can blend in with the local population, or at least get close without arousing suspicion. Once in a position to observe, the dragon studies the day-to-day life of local folk, with a keen interest in any magical phenomena.
Emerald dragons' attentiveness to unusual events makes them particularly useful to their sapphire dragon cousins, who hunt down Aberrations and seek evidence of Far Realm incursions into the Material Plane. These gem dragons often work together, with emerald dragons tracking the source of an incursion while sapphire dragons plan and execute a decisive purge—or recruit agents to do it for them.
Emerald dragons' preference for volcanic lairs often puts them in conflict with fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced adventurers in the hopes of pitting them against fire giant rivals.
Hoarded Histories
Emerald dragons prize knowledge, particularly local histories that focus on magical events and individuals. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create illusions, allowing them to better conceal their treasures from prying eyes and divinations.
An Emerald Dragon's Lair
Emerald dragons dwell in enormous caverns, lava tubes, and tunnel networks deep within the earth. They favor warm spaces, particularly in volcanic regions. Over time, their psychic presence seeps into the land surrounding their lairs, expanding their awareness and subconsciously luring their favorite food—giant lizards—to settle and thrive in the region.
Emerald dragons use the features of their lairs to confuse and imperil intruders. They dig additional tunnels that allow them to move through their lairs in multiple ways and set traps leading to yawning chasms or pools and flows of lava.
Emerald dragons take great pains to hide the chambers that house their hoards and collected lore, often using illusion magic and subtle construction around the natural features of their lairs to conceal their central hoard chambers from mundane and magical sight.
The challenge rating of a legendary emerald dragon increases by 1 when it's encountered in its lair.
5e Tools
Actions/Abilities/Traits: D&D 5e (Ancient Emerald Dragon)
Actions/Abilities/Traits: D&D 5e (Emerald Dragon Wyrmling)
Actions/Abilities/Traits: D&D 5e (Emerald Dragon Wyrmling)
Attributes
Strength: 15
Dexterity: 12
Constitution: 15
Intelligence: 14
Wisdon: 12
Charisma: 14
Saving Throws
Saving Throw Bonuses
Dexterity: +3
Consitution: +4
Wisdom: +3
Constitution: +4
Skills
arcana: +4
deception: +4
perception: +5
stealth: +3
Offense
Bite
Circumstance: Melee
4 to hit, reach 10 ft., one target. (1d10 + 2) piercing damage plus 3 (1d6) psychic damage.
Action
Disorienting Breath {@recharge 5}
The dragon exhales a wave of psychic dissonance in a 15-foot cone. Each creature in that area must make a 12 Intelligence saving throw. On a failed save, the creature takes 17 (5d6) psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d4 and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects.
Spellcasting (Psionics)
Frequency:
At Will
Attribute: int
The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save 12):
mage hand (the hand is invisible)
minor illusion
Trait
Tunneler
The dragon can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake.
Trait
Passive Perception
15
Resistances
fire
psychic
Senses
blindsight 10 ft.
darkvision 60 ft.
Languages
Draconic
telepathy 120 ft.
Emerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to weave illusions to deceive and disorient. They cloak their own presence so they can observe other creatures without being discovered as they collect information on everything from local cultural practices to supernatural occurrences.
Shimmering Green
A wyrmling emerald dragon's scales are a dull, pale green, but they develop into richer and more varied shades of green as the dragon ages. Eventually, the scales become translucent and shimmer in the light, rippling as the dragon moves. The dragon's horns and spines hover above the body, moving and shifting along the back and tail to mirror the dragon's mood.
Clever Concealment
The shyest of the gem dragons, emerald dragons are also the most curious. They love to observe local settlements and peoples, using their psionic abilities to cloak themselves and watch from afar. When an emerald dragon is old enough, the dragon might take on the guise of a creature that can blend in with the local population, or at least get close without arousing suspicion. Once in a position to observe, the dragon studies the day-to-day life of local folk, with a keen interest in any magical phenomena.
Emerald dragons' attentiveness to unusual events makes them particularly useful to their sapphire dragon cousins, who hunt down Aberrations and seek evidence of Far Realm incursions into the Material Plane. These gem dragons often work together, with emerald dragons tracking the source of an incursion while sapphire dragons plan and execute a decisive purge—or recruit agents to do it for them.
Emerald dragons' preference for volcanic lairs often puts them in conflict with fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced adventurers in the hopes of pitting them against fire giant rivals.
Hoarded Histories
Emerald dragons prize knowledge, particularly local histories that focus on magical events and individuals. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create illusions, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals tables to inspire your portrayal of distinctive emerald dragon characters.
Emerald Dragon Adventures
The Emerald Dragon Adventure Hooks table offers suggestions for stories and adventures involving emerald dragons.
Connected Creatures
Emerald dragons generally go out of their way to avoid interacting with other intelligent creatures. However, their interest in history and culture occasionally gets the better of them, prompting them to seek some engagement with the folk of the world.
5e Tools
Actions/Abilities/Traits: D&D 5e (Emerald Dragon Wyrmling)
Actions/Abilities/Traits: D&D 5e (Emerald Greatwyrm)
Actions/Abilities/Traits: D&D 5e (Emerald Greatwyrm)
Attributes
Strength: 28
Dexterity: 14
Constitution: 29
Intelligence: 30
Wisdon: 24
Charisma: 25
Saving Throws
Saving Throw Bonuses
Dexterity: +10
Consitution: +17
Wisdom: +15
Constitution: +15
Skills
arcana: +26
history: +18
perception: +15
Offense
Bite
Circumstance: Melee
17 to hit, reach 15 ft., one target. (2d10 + 9) piercing damage plus 16 (3d10) force damage.
Offense
Claw
Circumstance: Melee
17 to hit, reach 10 ft., one target. (2d8 + 9) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape 19) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled in this way at a time.
Action
Multiattack
The greatwyrm makes one Bite attack and two Claw attacks.
Action
Breath Weapon {@recharge 5}
The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a 25 Dexterity saving throw. On a failed save, the creature takes 71 (11d12) force damage and is knocked prone. On a successful save, it takes half as much damage and isn't knocked prone. On a success or failure, the creature's speed becomes 0 until the end of its next turn.
Action
Mass Telekinesis (Gem Awakening Only; Recharges after a Short or Long Rest)
The greatwyrm targets any number of creatures and objects it can see within 120 feet of it. No one target can weigh more than 4,000 pounds, and objects can't be targeted if they're being worn or carried. Each targeted creature must succeed on a 26 Strength saving throw or be restrained in the greatwyrm's telekinetic grip. At the end of a creature's turn, it can repeat the saving throw, ending the effect on itself on a success.
At the end of the greatwyrm's turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures restrained in this way and deal 45 (7d12) force damage to each of them.
Legendary Action
Claw
The greatwyrm makes one Claw attack.
Legendary Action
Psionics (Costs 2 Actions)
The greatwyrm uses Psychic Step or Spellcasting.
Legendary Action
Psychic Beam (Costs 3 Actions)
The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a 26 Intelligence saving throw, taking 27 (5d10) psychic damage on a failed save, or half as much damage on a successful one.
Bonus Action
Change Shape
The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the greatwyrm is reduced to 0 hit points or uses a bonus action to end it.
Bonus Action
Psychic Step
The greatwyrm magically teleports to an unoccupied space it can see within 60 feet of it.
Spellcasting (Psionics)
Frequency:
Daily
Attribute: int
The greatwyrm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save 26, 18 to hit with spell attack):
dispel magic
forcecage
plane shift
reverse gravity
time stop
Trait
Gem Awakening (Recharges after a Short or Long Rest)
If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use its Mass Telekinesis action during the next hour. Award a party an additional 90,000 XP (180,000 XP total) for defeating the greatwyrm after its Gem Awakening activates.
Trait
Legendary Resistance (4/Day)
If the greatwyrm fails a saving throw, it can choose to succeed instead.
Trait
Unusual Nature
The greatwyrm doesn't require food or drink.
Trait
Passive Perception
25
Immunities
Damage Immunities
psychic
Immunities
Condition Immunities
charmed
frightened
poisoned
prone
Senses
truesight 120 ft.
Languages
Common
Draconic
Actions/Abilities/Traits: D&D 5e (Emerald Greatwyrm)
Actions/Abilities/Traits: D&D 5e (Young Emerald Dragon)
Actions/Abilities/Traits: D&D 5e (Young Emerald Dragon)
Attributes
Strength: 21
Dexterity: 12
Constitution: 19
Intelligence: 16
Wisdon: 14
Charisma: 16
Saving Throws
Saving Throw Bonuses
Dexterity: +4
Consitution: +7
Wisdom: +5
Constitution: +6
Skills
arcana: +6
deception: +6
perception: +8
stealth: +4
Offense
Bite
Circumstance: Melee
8 to hit, reach 10 ft., one target. (2d10 + 5) piercing damage plus 3 (1d6) psychic damage.
Offense
Claw
Circumstance: Melee
8 to hit, reach 5 ft., one target. (1d6 + 5) slashing damage.
Action
Multiattack
The dragon makes one Bite attack and two Claw attacks.
Action
Disorienting Breath {@recharge 5}
The dragon exhales a wave of psychic dissonance in a 30-foot cone. Each creature in that area must make a 15 Intelligence saving throw. On a failed save, the creature takes 31 (9d6) psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d6 and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects.
Spellcasting (Psionics)
Frequency:
At Will
Attribute: int
The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save 14):
mage hand (the hand is invisible)
minor illusion
Spellcasting (Psionics)
Frequency:
Daily
Attribute: int
The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save 14):
detect thoughts
invisibility
silent image
Trait
Tunneler
The dragon can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake.
Trait
Passive Perception
18
Resistances
fire
psychic
Senses
blindsight 30 ft.
darkvision 120 ft.
Languages
Common
Draconic
telepathy 120 ft.
Emerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to weave illusions to deceive and disorient. They cloak their own presence so they can observe other creatures without being discovered as they collect information on everything from local cultural practices to supernatural occurrences.
Shimmering Green
A wyrmling emerald dragon's scales are a dull, pale green, but they develop into richer and more varied shades of green as the dragon ages. Eventually, the scales become translucent and shimmer in the light, rippling as the dragon moves. The dragon's horns and spines hover above the body, moving and shifting along the back and tail to mirror the dragon's mood.
Clever Concealment
The shyest of the gem dragons, emerald dragons are also the most curious. They love to observe local settlements and peoples, using their psionic abilities to cloak themselves and watch from afar. When an emerald dragon is old enough, the dragon might take on the guise of a creature that can blend in with the local population, or at least get close without arousing suspicion. Once in a position to observe, the dragon studies the day-to-day life of local folk, with a keen interest in any magical phenomena.
Emerald dragons' attentiveness to unusual events makes them particularly useful to their sapphire dragon cousins, who hunt down Aberrations and seek evidence of Far Realm incursions into the Material Plane. These gem dragons often work together, with emerald dragons tracking the source of an incursion while sapphire dragons plan and execute a decisive purge—or recruit agents to do it for them.
Emerald dragons' preference for volcanic lairs often puts them in conflict with fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced adventurers in the hopes of pitting them against fire giant rivals.
Hoarded Histories
Emerald dragons prize knowledge, particularly local histories that focus on magical events and individuals. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create illusions, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals tables to inspire your portrayal of distinctive emerald dragon characters.
Emerald Dragon Adventures
The Emerald Dragon Adventure Hooks table offers suggestions for stories and adventures involving emerald dragons.
Connected Creatures
Emerald dragons generally go out of their way to avoid interacting with other intelligent creatures. However, their interest in history and culture occasionally gets the better of them, prompting them to seek some engagement with the folk of the world.
5e Tools
Actions/Abilities/Traits: D&D 5e (Young Emerald Dragon)