The new ancient green dragon from the 2025 Monster Manual was previewed at Gen Con.
I definitely will use the new stat blocks and then tweak them with all my homebrew material to make the dragons I enjoy using.I do want to say that overall I think this is an improvement to the 2014 version, I just wish a few things had gone a different way. Of course it means my versions are still the best!![]()
I still like more reactions.I realize that it technically can do more damage, but dragons are better designed (IMO) with fewer, but higher damage attacks. Make it (on average) 3 attacks at 54 damage vs 6 attacks at 27 damage
Sure. But again, Lair Actions are not precluded.I prefer the more flavorful options in the 2014 MM. Of course this statblock itself is much more thematic than the 2014 version so it is a net bonus I think (and I can combine the two).
Nothing prevents me from describing it as a claw, tail, bite, but I see the benefit in assigning a different die to each one is worth the effort.It wasn't about easier for me. It was about dragons doing what they should be able to do.
Ancient green dragons do have lair actions and regional effects in the 2014 MM.Sure. But again, Lair Actions are not precluded.
And the green dragon didn't have any to begin with.
trueSure. But again, Lair Actions are not precluded.
False:And the green dragon didn't have any to begin with.
IMO: the most thematic would be to fill the entire lair with Posion.Yeah, I've my fingers crossed to see a general list of lair actions potentially triggered on a reaction by, say, green dragons of every age.
I think the point was that the Lair actions in 2014 were not in the stat block. It very well could be that if we saw more than a page, we would see Lair actions as well, just below the section describing the lair.true
False:
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength 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 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet 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. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity 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 10-foot section of wall has AC 5, 15 hit points, 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 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.