Kryx RPGThemesMonsters
Young Green Dragon

Young Green Dragon

Large dragon
Challenge
8

STR
4
DEX
2
CON
3
INT
3
WIS
1
CHA
2

136
16d10+48
20
Soak
2
Fort
+6
Ref
+6
Will
+5
Defense note natural armor
Damage immunities poison
Condition immunities poisoned

Speed 8 m., fly 20 m., swim 8 m.
Skills Deception +5 (16), Insight +1 (12), Perception +5 (16), Stealth +5 (16)
Senses blindsight 5 m., darkvision 20 m.
Languages Common, Draconic

Amphibious. The dragon can breathe air and water.

Maneuvers. The young green dragon uses maneuvers (maneuver save DC 15). It has 11 stamina dice which are d8s, a dice limit of 3, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) 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 only), spring attack, swipe (Claw only)

Spellcasting. The young green dragon’s spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has 4 mana, a mana limit of 2, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will, 10th-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, insanity mist, noxious plume, paralytic poison, plant growth, poison bane, stinking cloud, suggestion, wall of thorns

Actions (3)

Bite (1/turn). Melee Weapon Attack: +7 to hit, reach 2 m. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.

Claw (2/turn). Melee Weapon Attack: +7 to hit, reach 1 m. Hit: 11 (2d6 + 4) slashing damage.

Poison Breath (Costs 2 actions; Recharge 5–6). The dragon exhales poisonous gas in a 10-meter cone or line. Each creature in that area must make a DC 14 Fortitude saving throw. On a failed save, a creature takes 58 (9d12) 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.

Forestsrd

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. 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.