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: D&D 5e (Adult Green Dragon)
Actions/Abilities/Traits: D&D 5e (Adult Green Dragon)
Saving Throws
Saving Throw Bonuses
Dexterity: +6
Consitution: +10
Wisdom: +7
Constitution: +8
Attributes
Strength: 23
Dexterity: 12
Constitution: 21
Intelligence: 18
Wisdon: 15
Charisma: 17
Skills
deception: +8
insight: +7
perception: +12
persuasion: +8
stealth: +6
Senses
blindsight 60 ft.
darkvision 120 ft.
Trait
Amphibious
The dragon can breathe air and water.
Passive Perception: 22
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.
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
Immunities
Condition Immunities
poisoned
Immunities
Damage Immunities
poison
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.
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.
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.
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)
Saving Throws
Saving Throw Bonuses
Dexterity: +8
Consitution: +14
Wisdom: +10
Constitution: +11
Attributes
Strength: 27
Dexterity: 12
Constitution: 25
Intelligence: 20
Wisdon: 17
Charisma: 19
Skills
deception: +11
insight: +10
perception: +17
persuasion: +11
stealth: +8
Senses
blindsight 60 ft.
darkvision 120 ft.
Trait
Amphibious
The dragon can breathe air and water.
Passive Perception: 27
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.
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
Immunities
Condition Immunities
poisoned
Immunities
Damage Immunities
poison
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.
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.
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.
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)
Saving Throws
Saving Throw Bonuses
Dexterity: +3
Consitution: +3
Wisdom: +2
Constitution: +3
Attributes
Strength: 15
Dexterity: 12
Constitution: 13
Intelligence: 14
Wisdon: 11
Charisma: 13
Skills
perception: +4
stealth: +3
Senses
blindsight 10 ft.
darkvision 60 ft.
Trait
Amphibious
The dragon can breathe air and water.
Passive Perception: 14
Immunities
Condition Immunities
poisoned
Immunities
Damage Immunities
poison
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.
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.
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)
Saving Throws
Saving Throw Bonuses
Dexterity: +10
Consitution: +18
Wisdom: +13
Constitution: +16
Attributes
Strength: 30
Dexterity: 14
Constitution: 30
Intelligence: 21
Wisdon: 20
Charisma: 26
Skills
intimidation: +16
perception: +21
stealth: +10
Senses
truesight 120 ft.
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.
Passive Perception: 31
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.
Immunities
Condition Immunities
charmed
frightened
poisoned
Immunities
Damage Immunities
poison
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.
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.
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.
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)
Saving Throws
Saving Throw Bonuses
Dexterity: +4
Consitution: +6
Wisdom: +4
Constitution: +5
Attributes
Strength: 19
Dexterity: 12
Constitution: 17
Intelligence: 16
Wisdon: 13
Charisma: 15
Skills
deception: +5
perception: +7
stealth: +4
Senses
blindsight 30 ft.
darkvision 120 ft.
Trait
Amphibious
The dragon can breathe air and water.
Passive Perception: 17
Immunities
Condition Immunities
poisoned
Immunities
Damage Immunities
poison
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.
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.
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: OSRIC
Actions/Abilities/Traits: OSRIC
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.
Defense
Special Defenses
Circumstance: Combat
See below
Offense
3 Attacks
Circumstance: Combat
1d6/1d6/2d10
Offense
Special Attacks
Circumstance: Combat
See below
Environments
Frequency:
Rare
forest
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 1e (Adult Green Dragon)
Actions/Abilities/Traits: Pathfinder 1e (Adult Green Dragon)
Aura: frightful presence (180 ft., DC 20)
Actions/Abilities/Traits: Pathfinder 1e (Adult Green Dragon)
Actions/Abilities/Traits: Pathfinder 1e (Ancient Green Dragon)
Actions/Abilities/Traits: Pathfinder 1e (Ancient Green Dragon)
Aura: frightful presence (300 ft., DC 26)
Actions/Abilities/Traits: Pathfinder 1e (Ancient 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.
OSRIC