Dragon, Imperial (Forest)

Family: Dragons

Gargantuan dragon (mythic), chaotic evil

Armor Class 22 (natural armor)
Hit Points 546 (28d20 + 168)
Speed 40 ft., burrow 20 ft., climb 30 ft., fly 200 ft.

STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 22 (+6) 16 (+2) 17 (+3) 16 (+3)

Saving Throws Dex +7, Con +16, Wis +10, Cha +10
Skills Perception +17, Stealth +7
Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities fire
Senses blindsight 60 ft., darkvision 120 ft., greensight 60 ft., passive Perception
Languages Common, Draconic, Elven, Goblin, Sylvan
Challenge 24 (62,000 XP)

SPECIAL TRAITS

  • Brutal Combatant. The dragon is particular adept in melee combat and increases its critical damage by 1 die.
  • Celestial Jewel. Though wingless, forest dragons can fly magically due to a magic green pearl embedded in its brain. If removed from the dragon, this pearl loses its magic but is still worth 1,000 gp. As the dragon’s ability to fly is magical it can be effected by anti-magic effects like dispel magic – albeit temporarily.
  • Jade Hide. While in forest terrain, a mythic forest dragon has advantage on Dexterity (Stealth) checks and it can make those checks even while being observed. In addition, it also has advantage on saving throws against divination effects.
  • 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 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 dragon’s attacks and do not benefit from any kind of concealment or stealth effect short of invisibility in forest terrain.
  • Speak with Beasts and Plants. The dragon can communicate with beasts and plants as if they shared a language.
  • Woodland Stride. The dragon is not hindered by difficult terrain so long as it is within a forest.

ACTIONS

  • Multiattack. The dragon can use its Frightful Presence. It then makes three attacks. one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit. 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.
  • Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit. 17 (2d6 + 10) slashing damage.
  • Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit. 19 (2d8 + 10) bludgeoning damage.
  • Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 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.
  • Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
  • Piercing Breath. The dragon shoots splinters of wood in a 60-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 91 (26d6) piercing damage on a failed save, or half as much damage on a successful one.
  • Poison Breath. The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 21 Constitution saving throw, taking 91 (26d6) poison damage on a failed save, or half as much damage on a successful one.

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. The dragon regains spent legendary actions at the start of its turn.

  • Detect. The dragon makes a Wisdom (Perception) check.
  • Tail Attack: The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) 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 dragon can take a second action from its list of available options.

LAIR ACTIONS

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

  • The dragon magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of the dragon. The tree remains animate for 1 day or until it dies; until the dragon dies or is more than 120 feet from the dragon; or until the dragon takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. The dragon can have up to six trees active at any given time.

REGIONAL EFFECTS

A forest dragon gains the normal regional effects of an ancient green dragon with the following addition.

  • Woodland plants within a 2-mile radius of the dragon’s lair grow at ten times their normal rate and are immune to disease, rot, or similar maladies. Allied plant creatures within this area gain the following trait.
  • Regeneration. The plant creature regains 10 hit points at the start of its turn. If the plant creature takes fire damage, this trait doesn’t function at the start of the plant creature’s next turn. The plant creature still dies if it starts its turn with 0 hit points.

ABOUT

This massive serpentine and wingless creature has jade scales and antlers, and sounds like grinding stones as it stalks forth.

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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