Skip to main content

← Back to Monster List

Green Dragons

Green Dragons

Green Dragon Wyrmling

  • Size: Medium
  • Type: Dragon (Chromatic)
  • Alignment: Lawful Evil
  • AC: 17
  • Initiative: +3 (13)
  • HP: 38 (7d8 + 7)
  • Speed: 30 ft, Fly 60 ft., Swim 30 ft.
ATTRVALMODSAVE
STR15+2+2
DEX12+1+3
CON13+1+1
INT14+2+2
WIS11+0+2
CHA13+1+1
  • Skills: Perception +4, Stealth +3
  • Immunities: Poison; Poisoned
  • Senses: Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14
  • Languages: Draconic
  • CR: 2 (XP 450; PB +2)

Traits

Amphibious. The dragon can breathe air and water.

Actions

Multiattack. The dragon makes two Rend attacks.

Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage plus 3 (1d6) Poison damage.

Poison Breath (Recharge 5-6). Constitution Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: 21 (6d6) Poison damage. Success: Half damage.

Young Green Dragon

  • Size: Large
  • Type: Dragon (Chromatic)
  • Alignment: Lawful Evil
  • AC: 18
  • Initiative: +4 (14)
  • HP: 136 (16d10 + 48)
  • Speed: 40 ft., Fly 80 ft., Swim 40 ft.
ATTRVALMODSAVE
STR19+4+4
DEX12+1+4
CON17+3+3
INT16+3+3
WIS13+1+4
CHA15+2+2
  • Skills: Deception +5, Perception +7, Stealth +4
  • Immunities: Poison; Poisoned
  • Senses: Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 17
  • Languages: Common, Draconic
  • CR: 8 (XP 3,900; PB +3)

Traits

Amphibious. The dragon can breathe air and water.

Actions

Multiattack. The dragon makes three Rend attacks.

Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage plus 7 (2d6) Poison damage.

Poison Breath (Recharge 5-6). Constitution Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 42 (12d6) Poison damage. Success: Half damage.

Adult Green Dragon

  • Size: Huge
  • Type: Dragon (Chromatic)
  • Alignment: Lawful Evil
  • AC: 19
  • Initiative: +11 (21)
  • HP: 207 (18d12 + 90)
  • Speed: 40 ft, Fly 80 ft., Swim 40 ft.
ATTRVALMODSAVE
STR23+6+6
DEX12+1+6
CON21+5+5
INT18+4+4
WIS15+2+7
CHA18+4+4
  • Skills: Deception +9, Perception +12, Persuasion +9, Stealth +6
  • Immunities: Poison; Poisoned
  • Senses: Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22
  • Languages: Common, Draconic
  • CR: 15 (XP 13,000, or 15,000 in lair; PB +5)

Traits

Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 3 version).

Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 15 (2d8 + 6) Slashing damage plus 7 (2d6) Poison damage.

Poison Breath (Recharge 5-6). Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 56 (16d6) Poison damage. Success: Half damage.

Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):

At Will: Detect Magic, Mind Spike (level 3 version)

1/Day: Geas

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.

Mind Invasion. The dragon uses Spellcasting to cast Mind Spike (level 3 version).

Noxious Miasma. Constitution Saving Throw: DC 17, each creature in a 20-foot-radius Sphere centered on a point the dragon can see within 90 feet. Failure: 7 (2d6) Poison damage, and the target takes a -2 penalty to AC until the end of its next turn. Failure or Success: The dragon can't take this action again until the start of its next turn.

Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.

Ancient Green Dragon

  • Size: Gargantuan
  • Type: Dragon (Chromatic)
  • Alignment: Lawful Evil
  • AC: 21
  • Initiative: +15 (25)
  • HP: 402 (23d20 + 161)
  • Speed: 40 ft, Fly 80 ft., Swim 40 ft.
ATTRVALMODSAVE
STR27+8+8
DEX12+1+8
CON25+7+7
INT20+5+5
WIS17+3+10
CHA22+6+6
  • Skills: Deception +13, Perception +17, Persuasion +13, Stealth +8
  • Immunities: Poison; Poisoned
  • Senses: Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27
  • Languages: Common, Draconic
  • CR: 22 (XP 41,000, or 50,000 in lair; PB +7)

Traits

Amphibious. The dragon can breathe air and water.

Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 5 version).

Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 10 (3d6) Poison damage.

Poison Breath (Recharge 5-6). Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 77 (22d6) Poison damage. Success: Half damage.

Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21):

At Will: Detect Magic, Mind Spike (level 5 version)

1/Day Each: Geas, Modify Memory

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.

Mind Invasion. The dragon uses Spellcasting to cast Mind Spike (level 5 version).

Noxious Miasma. Constitution Saving Throw: DC 21, each creature in a 30-foot-radius Sphere centered on a point the dragon can see within 90 feet. Failure: 17 (5d6) Poison damage, and the target takes a -2 penalty to AC until the end of its next turn. Failure or Success: The dragon can't take this action again until the start of its next turn.

Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.

Lore & Background

Green dragons are among the most cunning and manipulative of all chromatic dragons, embodying the essence of deception, intrigue, and subtle corruption. These ancient wyrms are master schemers who prefer to achieve their goals through manipulation and political maneuvering rather than direct confrontation. They delight in corrupting the pure, turning allies against each other, and weaving complex webs of lies and half-truths that can span decades or even centuries.

These dragons make their lairs in ancient forests, where they can blend with the verdant canopy and command the respect of woodland creatures through fear and cunning. Green dragons are known for their patience, often spending years or decades setting up elaborate schemes that serve their long-term interests. They view themselves as puppet masters of the natural and civilized world, pulling strings from the shadows to achieve their malevolent purposes.

Combat Tactics

Green dragons are tactical combatants who prefer to have every advantage before engaging in battle. They excel at using their environment, particularly forests and overgrown areas, to provide cover and concealment. Their poison breath weapon is devastating in enclosed spaces, and they often use their spell-like abilities to confuse and disorient enemies before closing for physical combat.

In battle, green dragons employ hit-and-run tactics, using their flight and forest knowledge to strike from unexpected angles. They particularly enjoy using their charm and suggestion abilities to turn enemies against each other, finding psychological warfare as satisfying as physical domination. When facing multiple opponents, they focus on eliminating spellcasters and leaders first.

Encounter Ideas

The Forest Conspiracy: A green dragon has spent decades infiltrating and corrupting a druidic circle, turning the guardians of nature into agents of environmental destruction. Heroes must uncover the dragon's influence while navigating the politics of the corrupted organization.

The Poison Court: A green dragon has established itself as the secret power behind a noble court, using charm magic and political manipulation to control key figures. The kingdom slowly descends into corruption and internal strife as the dragon's influence spreads.

The Ancient Grudge: A green dragon seeks revenge against the descendants of heroes who wronged it centuries ago. The dragon has been systematically destroying the family line through 'accidents' and manipulated conflicts, saving the final confrontation for last.

The False Prophet: A green dragon poses as a nature deity, gathering a cult of devoted followers who unknowingly serve its destructive agenda. The dragon uses its followers to spread poison and corruption throughout the natural world.

Lair Features

Green dragon lairs are typically located in the heart of ancient forests, often in massive hollow trees, overgrown ruins, or natural caverns hidden beneath the forest floor. These lairs are living ecosystems of corruption, where poisonous plants flourish and the very air carries toxic spores. The dragon shapes its environment to serve as both fortress and trap, with maze-like passages and deadly botanical guardians.

The lair itself radiates an aura of corruption that affects plant and animal life for miles around. Trees become twisted and malevolent, normal animals develop aggressive and cunning behaviors, and the forest itself seems to whisper secrets and lies to those who venture too deep. Hidden chambers contain the dragon's various schemes and plots, documented in detail for future reference.

Treasure

Green dragon hoards reflect their love of intrigue and manipulation, containing not just gold and gems but also blackmail material, political documents, and items of historical significance. They particularly value items that can be used to influence or corrupt others, such as mind-affecting magical items, rare poisons, and artifacts with dark histories.

The dragon's collection often includes detailed records of its various schemes, genealogical charts of important families, and correspondence with various agents and pawns. Maps showing the extent of the dragon's influence, along with detailed plans for future manipulations, make up a significant portion of the hoard's non-monetary value.

Plot Hooks

The Dragon's Network: Heroes discover they've been unknowingly working for a green dragon, carrying out tasks that seemed beneficial but actually served the dragon's long-term schemes. They must decide whether to confront their manipulator or try to turn the tables.

The Corruption Spreads: A green dragon's influence is slowly poisoning an entire region, turning allies into enemies and causing environmental devastation. Heroes must trace the source of the corruption while avoiding becoming victims of the dragon's manipulations themselves.

The Perfect Crime: A green dragon has framed the heroes for a terrible crime, using its network of influence to ensure they're hunted by the very people they've tried to help. They must clear their names while uncovering the dragon's true agenda.

The Dragon's Heir: A green dragon has chosen one of the heroes as its 'successor,' attempting to corrupt them through gifts, knowledge, and gradual moral compromise. The hero must resist the dragon's influence while their companions decide whether their friend can still be trusted.