Kryx RPGThemesCreatures
Ancient Green Dragon

Ancient Green Dragon

Gargantuan dragon
Challenge
22

STR
8
DEX
3
CON
7
INT
5
WIS
3
CHA
4

385
22d20+154
28
Soak
4
Fort
+14
Ref
+12
Will
+11
Defense note natural armor
Damage immunities poison
Condition immunities poisoned

Speed 8 m., fly 20 m., swim 8 m.
Skills Deception +11 (22), Insight +10 (21), Perception +10 (21), Persuasion +11 (22), Primal +10 (21), Stealth +10 (21)
Senses blindsight 10 m., darkvision 20 m.
Languages Common, Draconic

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.

Maneuvers. The ancient green dragon uses maneuvers (maneuver save DC 23). It has 32 stamina dice which are d8s, a dice limit of 7, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: ambush, dive attack, fearsome beast, fountain of blood, inject venom, knockback (Claw or Tail only), spring attack, swipe (Claw only), trip (Tail only)

Spellcasting. The ancient green dragon uses Primal (Cha) to cast spells (spell save DC 19, +11 to hit with spell attacks). It has 11 mana, a mana limit of 4, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:

Cantrips (at will, 28th-level spellcaster): frighten, poison spray, thorn bola, thorn whip

1 mana: beguile, charm creature, command, confusion poison, ensnare, fear, friends, instinctive charm, locate plants, ray of sickness, regrowth, slowing poison, toxic fumes

2 mana: animate plants, cloudkill, compulsion, entangle, enthrall, incite panic, insanity mist, noxious plume, paralytic poison, plant growth, poison bane, stinking cloud, suggestion, wall of thorns

Actions (4)

Bite (1/turn). Melee Weapon Attack: +15 to hit, reach 3 m. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.

Claw (2/turn). Melee Weapon Attack: +15 to hit, reach 2 m. Hit: 22 (4d6 + 8) slashing damage.

Tail (1/turn). Melee Weapon Attack: +15 to hit, reach 4 m. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence (1/turn). Each creature of the dragon’s choice that is within 20 meters of the dragon and aware of it must succeed on a DC 19 Will 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 (Costs 2 actions; Recharge 5–6). The dragon exhales poisonous gas in a 20-meter cone or line. Each creature in that area must make a DC 22 Fortitude saving throw. On a failed save, a creature takes 117 (18d12) poison damage and is poisoned for 1 minute. On a successful save, a creature takes half as much damage and isn’t poisoned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions (3)

Only one legendary option can be used at a time and only at the end of another creature’s turn. The ancient green dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Perception check.

Tail Attack. The dragon makes a tail attack.

Wing Attack. The dragon beats its wings. Each creature within 3 meters of the dragon must succeed on a DC 23 Reflex saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair Actions

On initiative count 20 (losing initiative ties), the ancient green dragon takes a lair action to cause one of the following effects; the same effect can’t be used two rounds in a row:

  • Grasping roots and vines erupt in a 5-meter radius centered on a point on the ground that the dragon can see within 20 meters of it. That area becomes difficult terrain, and each creature there must succeed on a DC 19 Reflex saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature uses an action to make a DC 19 Brawn check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.

  • A wall of tangled brush bristling with thorns springs into existence on a solid surface within 20 meters of the dragon. The wall is up to 10 meters long, 2 meters high, and 1 meter thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 19 Reflex saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 1 meter out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. Movement through the wall is at a quarter speed. Furthermore, a creature in the wall’s space must make a DC 19 Reflex saving throw once each round it’s in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 2-meter section of wall has 5 Defense, 15 Health, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.

  • Magical fog billows around one creature the dragon can see within 20 meters of it. The creature must succeed on a DC 19 Will saving throw or be charmed by the dragon until initiative count 20 on the next round.

Regional Effects

The region containing the ancient green dragon's lair is warped by the ancient green dragon’s magic, which creates one or more of the following effects:

  • Thickets form labyrinthine passages within 2 kilometers of the dragon’s lair. The thickets act as 2-meter-high, 2-meter-thick walls that block line of sight. Movement through the thickets is at a quarter speed. A creature in the thickets must make a DC 19 Reflex saving throw once each round it’s in contact with the thickets or take 3 (1d6) piercing damage from thorns. Each 2-meter cube of thickets has 5 Defense, 30 Health, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and concussion damage.

  • Within 2 kilometers of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon’s path.

  • Rodents and birds within 2 kilometers of the dragon’s lair serve as the dragon’s eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.

If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their thorns.

Forestmm

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half if you miss by 4 or less) if you have advantage on the attack roll, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack roll.

Enhance

You can increase the damage for each additional stamina die expended.

As an action while flying, you can use the Dash action. If you move at least 4 meters in a straight line angled downwards toward a creature, you can make an Attack action with a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, you don’t provoke opportunity attacks when you fly out of the creature’s reach.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated. A construct or an undead is immune to this effect.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Will saving throw.

On a successful save, the effect ends for that creature.

If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Fearsome Beast for the next 24 hours.

As a reaction, which you use when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.

On a failed save, a creature is frightened of you until the end of your next turn.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon in an attempt to inject venom. You must have a form of venom inherent to your body to use this maneuver. On a hit, the creature must make a Fortitude saving throw against poison (DC equal to 8 + your Constitution + your proficiency bonus).

On a failed save, it takes poison damage equal to the stamina die and is poisoned for the duration.

On a successful save, it takes half as much damage.

At the end of each of its turns, a poisoned creature can repeat the saving throw, ending the effect on itself on a success.

Enhance

You can increase the damage by two dice for each additional stamina die expended.

As an action, you can make a weapon attack in an attempt to knock the creature back. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it up to 2 meters away from you.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must succeed on a Reflex saving throw, taking slashing damage equal to the stamina die on a failed save, or half as much damage on a successful one.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.