Dragon, Wildwood Dragon

Family: Dragons

Gargantuan dragon, lawful evil

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

30 (+10) 8 (-1) 30 (+10) 20 (+5) 17 (+3) 19 (+4)

Saves Dex +7, Con +18, Wis +11, Cha +12
Skills Deception +11, Insight +11, Perception +11, Persuasion +12, Stealth +7, Survival +11
Damage Resistances 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 27
Languages Common, Draconic
Challenge 25 (75,000 XP)


  • Amphibious. The dragon can breathe air and water.
  • Deepwood Deceiver. In forest terrain, enemies of the wildwood dragon have disadvantage on saving throws against its dream spell and on Intelligence (Investigation) checks to discover its hallucinatory terrain.
  • 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.
  • Greensight. The wildwood 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.
  • Innate Spellcasting: The dragon’s innate spellcasting ability is Intelligence (+13, Dc 21). It can innately cast the following spells, requiring no material components:
  • 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).


  • Multiattack. The dragon can use its Frightful Presence. It then makes three attacks, one with its bite and two with its claws. It loses 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 wildwood 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 wildwood 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 wildwood dragon regurgitates a glob of noxious, caustic bile into its mouth, where it affects the next creature the dragon hits with its bite attack, or it can spew it out to burst in a 10-foot-radius sphere up to 120 feet away, affecting all creatures within it. In either case, creature(s) are affected as the dragon’s Poisonous Miasma breath weapon, except half of the damage is poison and half is acid. In addition, creatures failing their saving throw are coated in this bile, taking 3 (1d6) acid and 3 (1d6) poison damage each round at the beginning of their turn. As long as they are coated in bile, they have disadvantage on Constitution saving throws. This effect lasts 1 minute or until the bile is wiped off as an action, requiring a DC 21 Wisdom (Medicine) or Wisdom (Survival) check. The dragon cannot use this ability if its breath weapon has not recharged.
  • Poisonous Miasma (Recharge 5–6). The wildwood 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 confusion spell) 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).


  • Bloodied Breath. When the wildwood 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.


A wildwood 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 wildwood 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 wildwood dragon can take a second Action from its list of available options.


The wildwood 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 centered on the wildwood 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.


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

  • A wildwood 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).


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

These ancient relatives of green dragons are incredibly rare, dwelling only in the trackless heart of truly untamed timberlands. They suffer no rivals and drive out any powerful forest dwellers that might challenge their power, decorating the woodlands with their corpses as a warning to any who would dare defy them. The can be savage in physical combat but they are also creatures of great subtlety, using deception and dark dreams to drive those intruding into their domains or in nearby kingdoms to madness.

Section 15: Copyright Notice

Faerie Bestiary (5E) © 2022, Legendary Games; Authors Matt Kimmel, Michael “solomani” Mifsud, Miguel Colon, Robert J. Grady, Jason Nelson, Jeff Ibach, Tim Hitchcock.

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