Size:
Huge
Type:
Dragon
Form:
draconic
Temper:
# App:
± 1d4 (1d4)
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
Ground:
± 90' (30')
Climb/Arboreal:
Flight:
± 240' (80')
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: BECMI (Huge Green Dragon)
Actions/Abilities/Traits: BECMI (Huge Green Dragon)
Action
Up to 6
3-12 or 11-32
Actions/Abilities/Traits: BECMI (Huge Green Dragon)
Actions/Abilities/Traits: BECMI (Large Green Dragon)
Actions/Abilities/Traits: BECMI (Large Green Dragon)
Action
Up to 6
2-9 or 7-28
Actions/Abilities/Traits: BECMI (Large Green Dragon)
Actions/Abilities/Traits: BECMI (Small Green Dragon)
Actions/Abilities/Traits: BECMI (Small Green Dragon)
Action
2 claws/1 bite (ground) or up to 6 (Air)
1-6(x2)/3-24
Actions/Abilities/Traits: BECMI (Small Green Dragon)
Actions/Abilities/Traits: D&D 5e (Adult Green Dragon)
Actions/Abilities/Traits: D&D 5e (Adult Green Dragon)
Attributes
Strength: 23
Dexterity: 12
Constitution: 21
Intelligence: 18
Wisdon: 15
Charisma: 17
Saving Throws
Saving Throw Bonuses
Dexterity: +6
Consitution: +10
Wisdom: +7
Constitution: +8
Skills
deception: +8
insight: +7
perception: +12
persuasion: +8
stealth: +6
Offense
Bite
Circumstance: Melee
11 to hit, reach 10 ft., one target. (2d10 + 6) piercing damage plus 7 (2d6) poison damage.
Offense
Rend
Circumstance: Melee
11, reach 10 ft. (2d8 + 6) Slashing damage plus 7 (2d6) Poison damage.
Offense
Claw
Circumstance: Melee
11 to hit, reach 5 ft., one target. (2d6 + 6) slashing damage.
Offense
Tail
Circumstance: Melee
11 to hit, reach 15 ft., one target. (2d8 + 6) bludgeoning damage.
Action
Multiattack
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Action
Poison Breath {@recharge 5}
con 18, each creature in a 60-foot Cone [Area of Effect]|Cone. 56 (16d6) Poison damage. Half damage.
Action
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 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.
Action
Poison Breath {@recharge 5}
The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.
Legendary Action
Detect
The dragon makes a Wisdom (Perception) check.
Legendary Action
Mind Invasion
The dragon uses Spellcasting to cast Mind Spike (level 3 version).
Legendary Action
Noxious Miasma
con 17, each creature in a 20-foot-radius Sphere [Area of Effect]|Sphere centered on a point the dragon can see within 90 feet. 7 (2d6) Poison damage, and the target takes a -2 penalty to AC until the end of its next turn. The dragon can't take this action again until the start of its next turn.
Legendary Action
Tail Attack
The dragon makes a tail attack.
Legendary Action
Pounce
The dragon moves up to half its Speed, and it makes one Rend attack.
Legendary Action
Wing Attack (Costs 2 Actions)
The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a 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.
Spellcasting
Frequency:
At Will
Attribute: cha
The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save 17):
Detect Magic
Mind Spike (level 3 version)
Spellcasting
Frequency:
Daily
Attribute: cha
The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save 17):
Geas
Trait
Amphibious
The dragon can breathe air and water.
Trait
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Trait
Legendary Resistance (3/Day, or 4/Day in Lair)
If the dragon fails a saving throw, it can choose to succeed instead.
Trait
Passive Perception
22
Immunities
Damage Immunities
poison
Immunities
Condition Immunities
poisoned
Senses
blindsight 60 ft.
darkvision 120 ft.
Languages
Common
Draconic
Environments
forest
The words of adult green dragons are as deadly as their poisonous breath. They are brilliant schemers that pride themselves on influencing communities near their lairs. They obsess over information and create vast spy networks. Many of these dragons seek magical methods of surveillance or domination, and they manipulate adventurers into hunting down lost magic to aid in such control.
5e Tools
Actions/Abilities/Traits: D&D 5e (Adult Green Dragon)
Actions/Abilities/Traits: D&D 5e (Ancient Green Dragon)
Actions/Abilities/Traits: D&D 5e (Ancient Green Dragon)
Attributes
Strength: 27
Dexterity: 12
Constitution: 25
Intelligence: 20
Wisdon: 17
Charisma: 19
Saving Throws
Saving Throw Bonuses
Dexterity: +8
Consitution: +14
Wisdom: +10
Constitution: +11
Skills
deception: +11
insight: +10
perception: +17
persuasion: +11
stealth: +8
Offense
Bite
Circumstance: Melee
15 to hit, reach 15 ft., one target. (2d10 + 8) piercing damage plus 10 (3d6) poison damage.
Offense
Rend
Circumstance: Melee
15, reach 15 ft. (2d8 + 8) Slashing damage plus 10 (3d6) Poison damage.
Offense
Claw
Circumstance: Melee
15 to hit, reach 10 ft., one target. (4d6 + 8) slashing damage.
Offense
Tail
Circumstance: Melee
15 to hit, reach 20 ft., one target. (2d8 + 8) bludgeoning damage.
Action
Multiattack
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Action
Poison Breath {@recharge 5}
con 22, each creature in a 90-foot Cone [Area of Effect]|Cone. 77 (22d6) Poison damage. Half damage.
Action
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 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.
Action
Poison Breath {@recharge 5}
The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.
Legendary Action
Detect
The dragon makes a Wisdom (Perception) check.
Legendary Action
Mind Invasion
The dragon uses Spellcasting to cast Mind Spike (level 5 version).
Legendary Action
Noxious Miasma
con 21, each creature in a 30-foot-radius Sphere [Area of Effect]|Sphere centered on a point the dragon can see within 90 feet. 17 (5d6) Poison damage, and the target takes a -2 penalty to AC until the end of its next turn. The dragon can't take this action again until the start of its next turn.
Legendary Action
Tail Attack
The dragon makes a tail attack.
Legendary Action
Pounce
The dragon moves up to half its Speed, and it makes one Rend attack.
Legendary Action
Wing Attack (Costs 2 Actions)
The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a 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.
Spellcasting
Frequency:
At Will
Attribute: cha
The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save 21):
Detect Magic
Mind Spike (level 5 version)
Spellcasting
Frequency:
Daily
Attribute: cha
The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save 21):
Geas
Modify Memory
Trait
Amphibious
The dragon can breathe air and water.
Trait
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Trait
Legendary Resistance (4/Day, or 5/Day in Lair)
If the dragon fails a saving throw, it can choose to succeed instead.
Trait
Passive Perception
27
Immunities
Damage Immunities
poison
Immunities
Condition Immunities
poisoned
Senses
blindsight 60 ft.
darkvision 120 ft.
Languages
Common
Draconic
Environments
forest
Ancient green dragons are creatures of legend, rarely seen by their servants or foes. Via magic and well-hidden agents, these dragons stoke suspicion between allies and undermine noble works. As bonds fray, the dragons reap rewards of greater wealth and control. Eventually the ambitions of ancient green dragons stretch beyond their territories as they seek control over empires, planar realms, or death itself.
5e Tools
Actions/Abilities/Traits: D&D 5e (Ancient Green Dragon)
Actions/Abilities/Traits: D&D 5e (Green Dragon Wyrmling)
Actions/Abilities/Traits: D&D 5e (Green Dragon Wyrmling)
Attributes
Strength: 15
Dexterity: 12
Constitution: 13
Intelligence: 14
Wisdon: 11
Charisma: 13
Saving Throws
Saving Throw Bonuses
Dexterity: +3
Consitution: +3
Wisdom: +2
Constitution: +3
Skills
perception: +4
stealth: +3
Offense
Bite
Circumstance: Melee
4 to hit, reach 5 ft., one target. (1d10 + 2) piercing damage plus 3 (1d6) poison damage.
Offense
Rend
Circumstance: Melee
4, reach 5 ft. (1d10 + 2) Slashing damage plus 3 (1d6) Poison damage.
Action
Multiattack
The dragon makes two Rend attacks.
Action
Poison Breath {@recharge 5}
The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.
Action
Poison Breath {@recharge 5}
con 11, each creature in a 15-foot Cone [Area of Effect]|Cone. 21 (6d6) Poison damage. Half damage.
Trait
Amphibious
The dragon can breathe air and water.
Trait
Passive Perception
14
Immunities
Damage Immunities
poison
Immunities
Condition Immunities
poisoned
Senses
blindsight 10 ft.
darkvision 60 ft.
Languages
Draconic
Environments
forest
Green dragon wyrmlings often serve as pawns in older dragons' schemes. By spying on those dragons' agents, wyrmlings learn the art of manipulation. Once they've accumulated influence and lackeys, these wyrmlings depart to claim their own territories and pursue their sinister ambitions.
5e Tools
Actions/Abilities/Traits: D&D 5e (Green Dragon Wyrmling)
Actions/Abilities/Traits: D&D 5e (Green Greatwyrm)
Actions/Abilities/Traits: D&D 5e (Green Greatwyrm)
Attributes
Strength: 30
Dexterity: 14
Constitution: 30
Intelligence: 21
Wisdon: 20
Charisma: 26
Saving Throws
Saving Throw Bonuses
Dexterity: +10
Consitution: +18
Wisdom: +13
Constitution: +16
Skills
intimidation: +16
perception: +21
stealth: +10
Offense
Bite
Circumstance: Melee
18 to hit, reach 15 ft., one target. (2d10 + 10) piercing damage plus 13 (2d12) force damage.
Offense
Claw
Circumstance: Melee
18 to hit, reach 10 ft., one target. (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled this way at a time.
Offense
Tail
Circumstance: Melee
18 to hit, reach 20 ft., one target. (2d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a 26 Strength saving throw or be knocked prone.
Action
Multiattack
The greatwyrm makes one Bite attack and two Claw attacks.
Action
Breath Weapon {@recharge 5}
The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature in that area must make a 26 Dexterity saving throw. On a failed save, the creature takes 78 (12d12) poison damage. On a successful save, the creature takes half as much damage.
Legendary Action
Attack
The greatwyrm makes one Claw or Tail attack.
Legendary Action
Wing Attack (Costs 2 Actions)
The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The greatwyrm can then fly up to half its flying speed.
Legendary Action
Arcane Spear (Costs 3 Actions)
The greatwyrm creates four spears of magical force. Each spear hits a creature of the greatwyrm's choice it can see within 120 feet of it, dealing 12 (1d8 + 8) force damage to its target, then disappears.
Trait
Chromatic 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 425 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating the greatwyrm after its Chromatic 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
31
Immunities
Damage Immunities
poison
Immunities
Condition Immunities
charmed
frightened
poisoned
Senses
truesight 120 ft.
Languages
Common
Draconic
Actions/Abilities/Traits: D&D 5e (Green Greatwyrm)
Actions/Abilities/Traits: D&D 5e (Young Green Dragon)
Actions/Abilities/Traits: D&D 5e (Young Green Dragon)
Attributes
Strength: 19
Dexterity: 12
Constitution: 17
Intelligence: 16
Wisdon: 13
Charisma: 15
Saving Throws
Saving Throw Bonuses
Dexterity: +4
Consitution: +6
Wisdom: +4
Constitution: +5
Skills
deception: +5
perception: +7
stealth: +4
Offense
Bite
Circumstance: Melee
7 to hit, reach 10 ft., one target. (2d10 + 4) piercing damage plus 7 (2d6) poison damage.
Offense
Rend
Circumstance: Melee
7, reach 10 ft. (2d6 + 4) Slashing damage plus 7 (2d6) Poison damage.
Offense
Claw
Circumstance: Melee
7 to hit, reach 5 ft., one target. (2d6 + 4) slashing damage.
Action
Multiattack
The dragon makes three attacks: one with its bite and two with its claws.
Action
Poison Breath {@recharge 5}
con 14, each creature in a 30-foot Cone [Area of Effect]|Cone. 42 (12d6) Poison damage. Half damage.
Action
Poison Breath {@recharge 5}
The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Trait
Amphibious
The dragon can breathe air and water.
Trait
Passive Perception
17
Immunities
Damage Immunities
poison
Immunities
Condition Immunities
poisoned
Senses
blindsight 30 ft.
darkvision 120 ft.
Languages
Common
Draconic
Environments
forest
Young green dragons frequently control groups of ettercaps, kobolds, thieves, or other cowardly servants. These dragons do so while avoiding other evil dragons, who would sabotage them. Gradually, oppressing weaker creatures and amassing meaningless fortunes bore young green dragons, and they pursue more ambitious ways to indulge their egos.
5e Tools
Actions/Abilities/Traits: D&D 5e (Young Green Dragon)
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSE
Environments
forest
Action
claw
[2 * claw (1d6), 1 * bite (3d8)] or breath
Special
Behaviour
Chaotic dragons usually try to eat humans, but may sometimes capture them. Neutral dragons may attack or ignore humans. Lawful dragons may aid parties worthy of the honour.
Action
bite
[2 * claw (1d6), 1 * bite (3d8)] or breath
Special
Pride
Dragons are immensely proud creatures and will always listen to flattery.
Special
Attack pattern
A dragon always attacks first with its breath weapon, then either breathes again or makes melee attacks (equal chance of either).
Special
Breath weapon
Can be used up to three times per day. All caught in the area suffer damage equal to the dragon's current hit points (save versus breath for half). Shapes of breath weapon:
Special
Cloud
50' long, 40' wide, 20' high.
Special
Cone
2' wide at the mouth, 30' wide at far end.
Special
Line
5' wide along whole length.
Special
Energy immunity
Unharmed by their own breath weapon or lesser versions thereof. Automatically save versus similar attack forms. (For example, a red dragon is immune to flaming oil and suffers half damage from fire ball spells.)
Special
Language and spells
Some dragons are able to speak (their own tongue plus Common). The chance is listed by subspecies. Those that can speak can also cast randomly selected magic-user spells (the listed number and level of spells).
Special
Sleeping
The chance of a dragon being asleep when encountered on the ground is listed by subspecies. A sleeping dragon may be attacked for one round with a +2 bonus to hit. Dragons may sometimes pretend to be asleep!
Special
Subduing
Will surrender if reduced to 0hp by non-lethal attacks (see Subduing), admitting that it has been defeated. (Subdual damage does not reduce the damage done by the breath weapon.) A subdued dragon will attempt to escape or attack its captors, if the opportunity presents itself or if given a suicidal command. A subdued dragon may be sold for up to 1,000gp per hp.
Special
Age
The following stats describe dragons of average size. Younger dragons may have up to 3 HD less and ¼ or ½ as much treasure. Older dragons may have up to 3 HD more and twice as much treasure.
Special
Lairs
A dragon's treasure is always kept in its well-hidden lair and is seldom unguarded.
Special
Breath weapon
Cloud of chlorine gas.
Special
Language and spells
30%; 3 * 1st level, 3 * 2nd level.
Special
Sleeping
30%.
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Rare
forest
Offense
3 Attacks
Circumstance: Combat
1d6/1d6/2d10
Offense
Special Attacks
Circumstance: Combat
See below
Defense
Special Defenses
Circumstance: Combat
See below
Treasure
Treasure: (For a typical individual) 5d6×1,000 cp (25%), 1d100×1,000 sp (40%), 1d4×10,000 ep (40%), 1d6×10,000 gp (55%), 5d10×100 pp (25%), 1d100 gems (50%), 1d4×10 jewellery (50%), 4 magic items plus 1 potion and 1 scroll (15%), 2d4 potions (40%), 1d4 scrolls (50%)
Special
Breath Weapon
Green dragon breath is a cloud of toxic gas, 50-ft long, 40-ft wide, and 30-ft high. The dragon may use this breath weapon up to three times per day.
Special
Speech
Sometimes (45%) speak.
Special
Spellcasting
Rarely (20%) cast magic as a magic user equal to its age category. Does not require somatic or material components—only speaks the incantation.
Special
Sleep
Will sometimes (40%) be found asleep. If asleep, 1 in 6 chance to awaken in the presence of adventurers. Dragons also sometimes feign sleep.
Foul-tempered dragons that prefer caverns or ruins in or near forests
Particularly renowned for their foul temper, which is said to be even more venomous than their breath, green dragons prefer to live in caverns or ruins in or near forests.
Green dragons sometimes (45%) speak, rarely (20%) cast magic, and will sometimes (40%) be found asleep. If the dragon is asleep, there is a 1 in 6 chance that it will awaken in the presence of adventurers. Dragons also sometimes feign sleep.
If a green dragon can cast spells, it will do so as a magic user equal to its age category. Thus a green dragon with 6 hit points per die can cast spells as if it were a 6th level magic user. Owing to the magical nature of the creature, it does not require somatic or material components to its spells—it need only speak the incantation.
OSRIC
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: Pathfinder 2e (Adult Green Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Adult Green Dragon)
Ability
+1 status to all saves vs. magic
Ability
Arcane Innate Spells
DC 32; 4th suggestion; 2nd entangle (x2); 1st charm (at will)
Ability
Breath Weapon
(arcane, evocation, poison) The dragon breathes a toxic cloud that deals 13d6 poison damage in a 50-foot cone (DC 31 basic Fortitude save). It can't use Breath Weapon again for 1d4 rounds.
Ability
Draconic Frenzy
The dragon makes two claw Strikes and one horn Strike in any order.
Ability
Draconic Momentum
The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.
Ability
Frightful Presence
(aura, emotion, fear, mental) 90 feet, DC 31
Ability
Trackless Step
The green dragon always gains the benefits of Cover Tracks in natural surroundings, even while moving at full speed.
Ability
Twisting Tail
2 penalty. If it hits, the dragon disrupts the creature's action.
Ability
Woodland Stride
The green dragon ignores difficult terrain and greater difficult terrain from non-magical foliage.
Offense
Melee
Circumstance: combat round (melee)
jaws +26 [+21/+16] (magical, poison, reach 15 feet), Damage 3d10+12 piercing plus 3d4 poison
Trait
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Immunity
paralyzed
poison
sleep
Language
Common
Draconic
Elven
Sylvan
Perception
darkvision
scent (imprecise) 60 feet
Actions/Abilities/Traits: Pathfinder 2e (Adult Green Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Ancient Green Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Ancient Green Dragon)
Ability
+1 status to all saves vs. magic
Ability
Arcane Innate Spells
DC 39; 6th dominate; 4th charm (at will), suggestion; 2nd entangle (at will)
Ability
Breath Weapon
(arcane, evocation, poison) The dragon breathes a toxic cloud that deals 18d6 poison damage in a 60-foot cone (DC 37 basic Fortitude save). The Breath Weapon also creates a miasma. It can't use Breath Weapon again for 1d4 rounds.
Ability
Camouflage
The dragon can Hide in natural environments even if it doesn't have cover.
Ability
Draconic Frenzy
The dragon makes two claw Strikes and one horn Strike in any order.
Ability
Draconic Momentum
The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.
Ability
Frightful Presence
(aura, emotion, fear, mental) 90 feet, DC 37
Ability
Miasma
(aura, poison); 20 feet. After the dragon uses its Breath Weapon, a cloud of poison gas continues to emanate from its body for 1 round. Any creature that ends its turn in the miasma takes 4d6 poison damage (DC 37 basic Fortitude save). Any creature in the miasma is concealed and treats other creatures as concealed. The dragon can see through this concealment.
Ability
Trackless Step
The green dragon always gains the benefits of Cover Tracks in natural surroundings, even while moving at full speed.
Ability
Twisting Tail
2 penalty. If it hits, the dragon disrupts the creature's action.
Ability
Woodland Stride
The green dragon ignores difficult terrain and greater difficult terrain from non-magical foliage.
Offense
Melee
Circumstance: combat round (melee)
jaws +33 [+28/+23] (magical, poison, reach 20 feet), Damage 3d12+15 piercing plus 4d4 poison
Trait
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Immunity
paralyzed
poison
sleep
Language
Abyssal
Common
Draconic
Elven
Jotun
Sylvan
Perception
darkvision
scent (imprecise) 60 feet
Actions/Abilities/Traits: Pathfinder 2e (Ancient Green Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Young Green Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Young Green Dragon)
Ability
Arcane Innate Spells
DC 26; 2nd entangle; 1st charm (x2)
Ability
Breath Weapon
(arcane, evocation, poison) The dragon breathes a toxic cloud that deals 9d6 poison damage in a 40-foot cone (DC 25 basic Fortitude save). It can't use Breath Weapon again for 1d4 rounds.
Ability
Draconic Frenzy
The dragon makes two claw Strikes and one horn Strike in any order.
Ability
Draconic Momentum
The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.
Ability
Frightful Presence
(aura, emotion, fear, mental) 90 feet, DC 24
Ability
Twisting Tail
2 penalty. If it hits, the dragon disrupts the creature's action.
Ability
Woodland Stride
The green dragon ignores difficult terrain and greater difficult terrain from non-magical foliage.
Offense
Melee
Circumstance: combat round (melee)
jaws +20 [+15/+10] (poison, reach 10 feet), Damage 2d10+8 piercing plus 2d4 poison
Trait
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Immunity
paralyzed
poison
sleep
Language
Common
Draconic
Perception
darkvision
scent (imprecise) 60 feet
Actions/Abilities/Traits: Pathfinder 2e (Young Green Dragon)
Scales the color of emeralds armor this ferocious dragon. A single sharp horn protrudes from the end of its toothy snout.
5e SRD
A proud, ancient race of gigantic, carnivorous, winged reptiles. There are many subspecies of dragon, many of which are distinguished by the colour of their scales. All dragons are egg-layers and hoard treasure in their lairs, far from areas of human civilisation.
OSE
Foul-tempered dragons that prefer caverns or ruins in or near forests
Particularly renowned for their foul temper, which is said to be even more venomous than their breath, green dragons prefer to live in caverns or ruins in or near forests.
Green dragons sometimes (45%) speak, rarely (20%) cast magic, and will sometimes (40%) be found asleep. If the dragon is asleep, there is a 1 in 6 chance that it will awaken in the presence of adventurers. Dragons also sometimes feign sleep.
If a green dragon can cast spells, it will do so as a magic user equal to its age category. Thus a green dragon with 6 hit points per die can cast spells as if it were a 6th level magic user. Owing to the magical nature of the creature, it does not require somatic or material components to its spells—it need only speak the incantation.
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