Dragon, Green (Mythic)

Family: Dragons

Gargantuan dragon (mythic), lawful evil

Armor Class 20 (natural armor)
Hit Points 512 (25d20 + 250)
Speed 40 ft., fly 250 ft., swim 40 ft.

STR DEX CON INT WIS CHA
30 (+10) 8 (-1) 30 (+10) 20 (+5) 17 (+3) 19 (+4)

Saving Throws Dex +7, Con +18, Wis +11, Cha +12
Skills Deception +11, Insight +11, Perception +11, Persuasion +12, Stealth +7, Survival +11 Damage Resistance bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities acid, poison Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 120 ft., greensight 60 ft., passive Perception
Languages Common, Draconic
Challenge 25 (75,000 XP)

SPECIAL TRAITS

  • Amphibious. The dragon can breathe air and water.
  • Forestmaster. The dragon is fully at home in forests (or jungles, at the GM’s option) and gains advantage on initiative rolls and Wisdom (Perception), Dexterity (Stealth), and Wisdom (Survival) checks.
  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
  • Legendary Surge (3/Day). Anytime the dragon rolls a 1d20 it may choose to add 1d12 to the roll including after the roll is made. It must accept the modified roll and it can only use this ability once per roll (though it can use it multiple times per round).
  • Greensight. The mythic green dragon can see through plant matter of any kind that provides up to ¾ cover to a range of 60 feet. Creatures do not benefit from ¾ cover or less from the green dragon’s attacks and do not benefit from any kind of concealment or stealth effect short of invisibility in forest (or jungle) terrain.

ACTIONS

  • Multiattack. The dragon can use its Frightful Presence. It then makes three attacks. one with its bite and two with its claws. It losses a claw attack for each grappled opponent.
  • Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit. 21 (2d10 + 10) piercing damage plus 13 (4d6) poison damage.
  • Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit. 25 (4d6 + 10) slashing damage and the target is grappled and restrained (Escape DC 18). Grappled targets automatically take claw damage as bludgeoning damage at the start of the mythic green dragons turn. The dragon can grapple up to two opponents.
  • Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit. 19 (2d8 + 10) bludgeoning damage.
  • Frightful Presence. Each creature of the mythic green dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom 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.
  • Bilious Spew (Recharges after a Short or Long Rest). A mythic green dragon regurgitates a glob of dragon bile poison into its mouth. It can keep the bile in its mouth, where it affects the next creature the dragon hits with its bite attack as if hit by its breath weapon in a 20-foot sphere centered on the targeted creature with half the damage being treated as acid. It cannot make this attack if its breath weapon is not recharged. In addition, targets struck by this attack have disadvantage on their next Constitution saving throw.
  • Poisonous Miasma (Recharge 5–6). The mythic green dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 87 (25d6) poison damage on a failed save, or half as much damage on a successful one. Creatures that take any damage from this attack also gain the poisoned condition for 1 minute. If this attack would kill the target it instead drops to 0 hit points and falls asleep as the sleep spell. The target remains asleep so long as it remains poisoned. Target creatures that fail their save but are not killed become confused (as the spell confusion) for as long as they are poisoned. Finally, if a creature is hit with this attack and already has the poisoned state and fails to remove this condition by the end of its next round it begins to drown at the start of the following round as the poisonous miasma liquefies the creature’s lungs (see Suffocating in the 5E ).

REACTIONS

  • Bloodied Breath. When the mythic green dragon is reduced to less than half its original hit points its poisonous miasma attack option recharges and it may use it as a reaction.

LEGENDARY ACTIONS

A mythic green 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. A mythic green dragon regains spent legendary actions at the start of its turn.

  • Detect. The mythic green makes a Wisdom (Perception) check.
  • Tail Attack: The mythic green makes a tail attack.
  • Wing Attack (Costs 2 Actions). The mythic green beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
  • Legendary Initiative (1/Day, Costs 3 Actions). The mythic green dragon can take a second Action from its list of available options.

LAIR ACTIONS

The mythic green dragon gains the normal lair actions of an ancient green dragon with the following addition.

  • A soporific mist rises from the ground in 90-foot sphere centred on the mythic green dragon. Each creature that starts its turn in the mist become sleepy and lethargic on a failed DC 15 Constitution saving throw. Lethargic creatures gain the poisoned condition and while poisoned have disadvantage on Wisdom and Constitution. A successful saving throw at the end of a creatures turn ends the effect and makes them immune to the soporific spores for the next 24 hours.

REGIONAL EFFECTS

The mythic green dragon gains the normal regional effects of an ancient green dragon with the following addition.

  • Throw Voice. A mythic green dragon can cause its voice to emanate from different locations within 1 mile of its lair. If using the “Dragons as Innate Spellcaster” variant it may also add any vocal spell to this ventriloquism effect (for example, creating a suggestion effect as the spell).

ABOUT

Scales the color of emeralds armor this ferocious dragon. A single sharp horn protrudes from the end of its toothy snout.

Section 15: Copyright Notice

Forest Kingdom Campaign Compendium 5e © 2017, Legendary Games; Lead Designer Jason Nelson. Authors: Clinton J. Boomer, Benjamin Bruck, Matt Goodall, Tim Hitchcock, N. Jolly, Julian Neale, Jason Nelson, Thomas J. Phillips, Alistair J. Rigg, David N. Ross, Neil Spicer, Todd Stewart, Russ Taylor, Michael D. Welham, Linda Zayas-Palmer.

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