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<blockquote data-quote="dave2008" data-source="post: 8096413" data-attributes="member: 83242"><p><span style="font-size: 22px">A G</span><span style="font-size: 18px">REEN</span><span style="font-size: 22px"> D</span><span style="font-size: 18px">RAGON'S</span><span style="font-size: 22px"> L</span><span style="font-size: 18px">AIR</span></p><p>Green dragons lairs can be typical found in sub-tropical and temperate forests, the older the forest and bigger the trees, the better. The sights and smells of the woods are pleasing to the dragon, and it considers the entire forest or woods its territory. Sometimes the dragon will enter into a relationship with other evil forest-dwelling creatures, which keep the dragon informed about what is going on in the forest and surrounding area in exchange for their lives. If a green dragon lives in a forest on a hillside, it will seek to enslave hill giants, which the dragon considers its greatest enemy. A green dragon makes its lair in underground chambers far beneath its forest.</p><p></p><p>A dragon in its lair is a more dangerous opponent. Raise the dragons CR by one when it is encountered in its lair.</p><p></p><p>LAIR ACTIONS</p><p>An adult or older green dragon can use lair actions while in its lair. As the dragon ages, these effect become more potent. 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:</p><ul> <li data-xf-list-type="ul"><em><strong>Clairaudience. </strong></em>The dragon can hear sounds at a location it chooses within its lair as if it was there. This affect last until the dragon uses a lair action to relocate its clairaudience to another location, it uses a different lair action, or it losses concentration as if concentrating on a spell. The dragon can also end the effect at will (no action).</li> <li data-xf-list-type="ul"><strong><em>Entangling Roots.</em></strong>The dragon causes grasping roots and vines to erupt in a 20-foot radius area 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.<ul> <li data-xf-list-type="ul">Ancient: Increase the radius of the roots to 30 feet, the range to 180 feet, and the saving throw and check DC to 17.</li> <li data-xf-list-type="ul">Great Wyrm: Increase the radius of the roots to 40 feet, the range to 240 feet, and the saving throw and check DC to 20.</li> </ul></li> <li data-xf-list-type="ul"><strong><em>Wall of Thorns</em></strong>. 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.<ul> <li data-xf-list-type="ul">Ancient: Increase the length of the wall to 80 feet and the saving throw DC to 17. </li> <li data-xf-list-type="ul">Great Wyrm: Increase the length of the wall to 100 feet and the saving throw DC to 20. </li> </ul></li> <li data-xf-list-type="ul"><strong><em>Fog. </em></strong>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.<ul> <li data-xf-list-type="ul">Ancient: Increase the range to 180 feet, and the saving throw and check DC to 17.</li> <li data-xf-list-type="ul">Great Wyrm: Increase the range to 240 feet, and the saving throw and check DC to 20.</li> </ul></li> </ul><p><strong>Regional Effects</strong></p><p>The region containing a legendary green dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:</p><ul> <li data-xf-list-type="ul">Thickets form labyrinthine passages within 1 mile of the dragon’s lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it’s in contact with the thickets or take 3 (1d6) piercing damage from thorns.<br /> Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage.<ul> <li data-xf-list-type="ul">Ancient: Increase the range to 2 miles.</li> <li data-xf-list-type="ul">Great Wyrm: Increase the range to 4 miles.</li> </ul></li> <li data-xf-list-type="ul">Within 1 mile 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.<ul> <li data-xf-list-type="ul">Ancient: Increase the range to 2 miles.</li> <li data-xf-list-type="ul">Great Wyrm: Increase the range to 4 miles.</li> </ul></li> <li data-xf-list-type="ul">Rodents and birds within 1 mile 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.<ul> <li data-xf-list-type="ul">Ancient: Increase the range to 2 miles.</li> <li data-xf-list-type="ul">Great Wyrm: Increase the range to 4 miles.</li> </ul></li> </ul><p>If a creature makes a successful DC 15 Intelligence (Nature) check after observing one of these effects, it successfully ascertains that the cause of the effect is that a red dragon's lair is in the area. The creature has advantage on the check if it has observed two or more of the regional effects. 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.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8096413, member: 83242"] [SIZE=6]A G[/SIZE][SIZE=5]REEN[/SIZE][SIZE=6] D[/SIZE][SIZE=5]RAGON'S[/SIZE][SIZE=6] L[/SIZE][SIZE=5]AIR[/SIZE] Green dragons lairs can be typical found in sub-tropical and temperate forests, the older the forest and bigger the trees, the better. The sights and smells of the woods are pleasing to the dragon, and it considers the entire forest or woods its territory. Sometimes the dragon will enter into a relationship with other evil forest-dwelling creatures, which keep the dragon informed about what is going on in the forest and surrounding area in exchange for their lives. If a green dragon lives in a forest on a hillside, it will seek to enslave hill giants, which the dragon considers its greatest enemy. A green dragon makes its lair in underground chambers far beneath its forest. A dragon in its lair is a more dangerous opponent. Raise the dragons CR by one when it is encountered in its lair. LAIR ACTIONS An adult or older green dragon can use lair actions while in its lair. As the dragon ages, these effect become more potent. 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: [LIST] [*][I][B]Clairaudience. [/B][/I]The dragon can hear sounds at a location it chooses within its lair as if it was there. This affect last until the dragon uses a lair action to relocate its clairaudience to another location, it uses a different lair action, or it losses concentration as if concentrating on a spell. The dragon can also end the effect at will (no action). [*][B][I]Entangling Roots.[/I][/B]The dragon causes grasping roots and vines to erupt in a 20-foot radius area 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. [LIST] [*]Ancient: Increase the radius of the roots to 30 feet, the range to 180 feet, and the saving throw and check DC to 17. [*]Great Wyrm: Increase the radius of the roots to 40 feet, the range to 240 feet, and the saving throw and check DC to 20. [/LIST] [*][B][I]Wall of Thorns[/I][/B]. 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. [LIST] [*]Ancient: Increase the length of the wall to 80 feet and the saving throw DC to 17. [*]Great Wyrm: Increase the length of the wall to 100 feet and the saving throw DC to 20. [/LIST] [*][B][I]Fog. [/I][/B]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. [LIST] [*]Ancient: Increase the range to 180 feet, and the saving throw and check DC to 17. [*]Great Wyrm: Increase the range to 240 feet, and the saving throw and check DC to 20. [/LIST] [/LIST] [B]Regional Effects[/B] The region containing a legendary green dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: [LIST] [*]Thickets form labyrinthine passages within 1 mile of the dragon’s lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it’s in contact with the thickets or take 3 (1d6) piercing damage from thorns. Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage. [LIST] [*]Ancient: Increase the range to 2 miles. [*]Great Wyrm: Increase the range to 4 miles. [/LIST] [*]Within 1 mile 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. [LIST] [*]Ancient: Increase the range to 2 miles. [*]Great Wyrm: Increase the range to 4 miles. [/LIST] [*]Rodents and birds within 1 mile 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. [LIST] [*]Ancient: Increase the range to 2 miles. [*]Great Wyrm: Increase the range to 4 miles. [/LIST] [/LIST] If a creature makes a successful DC 15 Intelligence (Nature) check after observing one of these effects, it successfully ascertains that the cause of the effect is that a red dragon's lair is in the area. The creature has advantage on the check if it has observed two or more of the regional effects. 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. [/QUOTE]
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