Dragons Unleashed Green

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Green Dragon Wyrmling

Medium dragon, lawful evil


  • Armor Class 17 (natural armor)
  • Hit Points 38 (7d8 + 7)
  • Speed 30 ft., fly 60 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 13 (+1) 14 (+2) 11 (+0) 13 (+1)

  • Saving Throws Dex +3, Con +3, Wis +2, Cha +3
  • Skills Perception +4, Stealth +3
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages Draconic
  • Challenge 2 (450 XP)

Amphibious. The dragon can breathe air and water.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) poison damage and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 minute. At the end of each of the poisoned target's turns, it must repeat the save, ending the effect on itself on a successful one.

Poison Breath (Recharge 5–6). The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.


Young Green Dragon

Large dragon, lawful evil


  • Armor Class 18 (natural armor)
  • Hit Points 136 (16d10 + 48)
  • Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2)

  • Saving Throws Dex +4, Con +6, Wis +4, Cha +5
  • Skills Deception +5, Perception +7, Stealth +4
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
  • Languages Common, Draconic
  • Challenge 8 (3,900 XP)

Amphibious. The dragon can breathe air and water.

Innate Spellcasting. This dragon can innately cast two spells, once per day each, requiring no material components. Each spell's level can be no higher than 2nd. The dragon's spell save DC is 13, and it has +5 to hit with spell attacks. See the spell page for a list of spells the dragon is capable of casting:

ray of sickness, charm person, detect thoughts, invisibility, suggestion

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage. and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. At the end of each of the poisoned target's turns, it must repeat the save, ending the effect on itself on a successful one

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Poison Breath (Recharge 5–6). The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.



Adult Green Dragon

Huge dragon, lawful evil


  • Armor Class 19 (natural armor)
  • Hit Points 207 (18d12 + 90)
  • Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 17 (+3)

  • Saving Throws Dex +6, Con +10, Wis +7, Cha +8
  • Skills Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
  • Languages Common, Draconic
  • Challenge 15 (13,000 XP)

Amphibious. The dragon can breathe air and water.

Innate Spellcasting. This dragon can innately cast three spells, once per day each, requiring no material components. Each spell's level can be no higher than 5th. The dragon's spell save DC is 16, and it has +8 to hit with spell attacks. See the spell page for a list of spells the dragon is capable of casting:

cloudkill, charm monster, mislead, hallucinatory terrain, dimension door

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Poison Blood. When the dragon takes piercing or slashing damage all creatures within 5 feet of it must make a DC 18 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a success.

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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage and the target must succeed on a DC 18 Constitution saving throw or become poisoned for 1 minute. At the end of each of the poisoned target's turns, it must repeat the save, ending the effect on itself on a successful one.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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 16 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.

Poison Breath (Recharge 5–6). The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) 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 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 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair Actions

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:

Grasping roots and vines erupt in a 20-foot radius 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.

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.

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.



Ancient Green Dragon

Gargantuan dragon, lawful evil


  • Armor Class 21 (natural armor)
  • Hit Points 385 (22d20 + 154)
  • Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4)

  • Saving Throws Dex +8, Con +14, Wis +10, Cha +11
  • Skills Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
  • Languages Common, Draconic
  • Challenge 22 (41,000 XP)

Amphibious. The dragon can breathe air and water.

Innate Spellcasting. This dragon can innately cast four spells, once per day each, requiring no material components. Each spell's level can be no higher than 7th. The dragon's spell save DC is 19, and it has +11 to hit with spell attacks. See the spell page for a list of spells the dragon is capable of casting:

cloudkill, charm monster, modify memory, mislead, hallucinatory terrain, teleport

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Poison Blood. When the dragon takes piercing or slashing damage all creatures within 5 feet of it must make a DC 22 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a success.

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: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage and the target must succeed on a DC 22 Constitution saving throw or become poisoned for 1 minute. At the end of each of the poisoned target's turns, it must repeat the save, ending the effect on itself on a successful one.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) 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 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.

Poison Breath (Recharge 5–6). The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw must then make a second DC 22 Constitution saving throw or become poisoned for 1 minute.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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 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.

Lair Actions

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:

Grasping roots and vines erupt in a 20-foot radius 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.

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.

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.

Green Dragon Wyrmling

Poison Bite: and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 minute. At the end of each of the poisoned target's turns, it must repeat the save, ending the effect on itself on a successful one.

Young Green Dragon

Spellcasting

Adult Green Dragon

Poison Blood: When the dragon takes piercing or slashing damage all creatures within 5 feet of it must make a DC -- Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a success.

Ancient Green Dragon

Improved Breath Weapon: A creature that fails the saving throw must then make a second DC 22 Constitution saving throw or become poisoned for 1 minute.

 

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