Green Dragon, Wyrm
Gargantuan dragon, lawful evil
Armor Class 24 (Natural Armor)
Hit Points 555 (30d20 + 240; bloodied 277)
Speed 65 ft., climb 50 ft., fly 220 ft., swim 70 ft.
STR | DEX | CON | INT | WIS | CHA |
27 (+8) | 14 (+2) | 27 (+8) | 25 (+7) | 22 (+6) | 25 (+7) |
Saving Throws Str +16, Dex +10, Con +16, Int +15, Wis +14, Cha +15
Skills Arcana +15, Insight +14, Perception +24, Persuasion +15
Damage Resistances acid, fire, psychic
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses blindsight 120 ft., darkvision 240 ft., passive perception 34
Languages Common, Draconic, Giant, , Primordial, Sylvan, Terran
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Amphibious. The dragon can breathe air and water.
Brutal. The dragon's melee attacks deal an extra 5 damage of the attacks type on a hit (included in the attack).
Colossal. The dragon's space is 30 feet by 30 feet and it has advantage on saving throws against being physically pushed or knocked prone by a Huge or smaller opponents.
Dragon Scales. The dragon has resistance to all damage from an attack or effect that originates 60 feet or more from the dragon. Additionally, the dragon is immune to all damage, except psychic damage, unless the attack or effect inflicts more than 5 hit points of damage, in which case it takes damage as normal.
Dragon Traits.* The dragon can use the following
Dragon Tactics:
crush, dive, flyby slam, multi-claw, shaped breath, snatch, strafing, sustained breath, tail sweep, throw, wing buffet
Magic Weapons. The dragon’s weapon attacks are considered very rare magical weapons.
Miasma. When an area subject to the dragon’s Poison Breath it becomes filled with poisonous gas for 1 minute. The fumes are 30 feet high, opaque, except to the dragon, and cover the whole area. A creature takes 21 (6d6) poison damage when it ends is turn within 10 feet of the gas. Additionally, a creature takes the same damage when it enters the gas for the first time on a turn or ends its turn there.
Perceptive. The dragon has advantage on Wisdom (Perception) checks. Additionally, when the dragon succeeds on a Wisdom (Perception) check targeting a creature within 120 feet of it, the dragon learns the surface thoughts of the creature as in the spell
detect thoughts.
Unstoppable. At any time, requiring no action, the dragon can take 30 hit points of damage and immediately end all conditions or effects it is suffering. After taking the damage, the dragon cannot take reactions until the start of its next turn.
ACTIONS
Multiattack. The dragon can use its Beguiling Presence. It then makes three attacks: two with is claws and one with its bite or dominating glare. The dragon can substitute a tail attack for one bite or two claw attacks.
Bite. Melee Weapon Attack: +16 to hit, reach 30 ft., one target.
Hit: 35 (4d10 + 13) piercing damage plus 21 (6d6) poison damage and the target must make a DC 22 Constitution saving throw or be poisoned.
Claw. Melee Weapon Attack: +16 to hit, reach 15 ft., one target.
Hit: 27 (4d6 + 13) slashing damage and, if the dragon wishes, the target must make a DC 24 Strength saving throw or knocked prone or pushed 10 feet, the dragon's choice.
Tail. Melee Weapon Attack: +16 to hit, reach 45 ft., one target.
Hit: 31 (4d8 + 13) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 24 Strength saving throw or be knocked prone and stunned until the end of the dragon’s next turn.
Dominating Glare. The dragon selects a creature it can see within 180 feet of it. The creature must make a DC 23 Wisdom saving throw, taking 45 (10d8) psychic damage and using a reaction to move up to half its speed in a direction the dragon wishes on a failed save, or half as much damage on a successful one. If the creature does not have a reaction available, it takes an additional 9 (2d8) psychic damage instead of moving.
Dread Whispers. The dragon selects on or two creatures it can see within 120 feet of it. The target must make a DC 23 Wisdom saving throw, taking 16 (3d10) psychic damage and loosing any resistance to poison damage for 1 hour on a failed save, or half as much damage on a successful one.
Beguiling Presence. Each creature of the dragon’s choice within 240 feet of the dragon and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened or charmed, the dragon's choice, for 1 minute. Creatures who the dragon is fighting have advantage on their saving throw against being charmed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Additionally, the charmed effect ends for a creature if the dragon or its allies does anything harmful to the creature. 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 (1/Rest). The dragon exhales poisonous gas in a 160-foot cone or 60-foot radius. Each creature in that area must make a DC 24 Constitution saving throw, taking 121 (22d10) poison damage and be poisoned until the end of the dragon's next turn on a failed save, or half as much damage and be poisoned until the end of the dragon's next turn on a successful one. Additionally, any magic or active spell of 7th level or lower in the area ends.
Recharge. The dragon recharges its breath weapon and it can use it on its next turn.
Dragon Magic (7/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 23 +15 to hit with attacks) as if they are 9th level spells:
charm monster, enthrall, geas, hold person, hypnotic pattern, mental prison, mirage arcane, suggestion
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form.
In a new form, the dragon retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, innate spellcasting, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form.
LEGENDARY ACTIONS
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. If the dragon has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon extends its senses, it makes a Wisdom (Perception) check and gains advantage on its next attack.
Lair Action. The dragon can use its
entangling roots, fog, or wall of thorns lair action, even if it is not in its lair.
Move. The dragon can move half its current speed.
Whispers. The dragon uses its Dread Whispers action.
Glare (Cost 2 Actions). The dragon makes a Dominating Glare attack.
Tail Slam (Cost 2 Actions). The dragon makes one Tail attack.
Wing Attack (Costs 3 Actions). The dragon beats its wings. Each creature within 30 feet of the dragon must succeed on a DC 24 Strength saving throw, taking 23 (4d4 + 13) bludgeoning damage and be pushed 15 feet on a failed save, or half as much damage on a successful one. The dragon can then fly up to half its flying speed.
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*DM's Note: Dragon Magic and Dragon Traits provide more choices for the dragon. However, the inclusion or exclusion of this traits does not affect the CR of the dragon.