Green Dragons

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Green Dragons

Green Dragon Wyrmling

Green Dragon Wyrmling

Medium dragon Lawful Evil

Armor Class 17; Initiative +3

Hit Points 38 (7d8 + 7)

Speed fly 60 ft., swim 30 ft., walk 30 ft.

Strength 15 (+2); Dexterity 12 (+1); Constitution 13 (+1); Intelligence 14 (+2); Wisdom 11 (+0); Charisma 13 (+1)

Saving Throws Dexterity +3, Wisdom +2

Skills Perception +4, Stealth +3

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., blindsight 10 ft.

Languages draconic

Challenge 2; Proficiency Bonus +2

Amphibious. The green dragon wyrmling can breathe air and water.

Multiattack. The green dragon wyrmling makes two Rend attacks.

Rend. Melee Weapon Attack: +4 to hit, reach 5 ft.. Hit: 7 (1d10 + 2) slashing 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

Young Green Dragon

Large dragon Lawful Evil

Armor Class 18; Initiative +4

Hit Points 136 (16d10 + 48)

Speed fly 80 ft., swim 40 ft., walk 40 ft.

Strength 19 (+4); Dexterity 12 (+1); Constitution 17 (+3); Intelligence 16 (+3); Wisdom 13 (+1); Charisma 15 (+2)

Saving Throws Dexterity +4, Wisdom +4

Skills Deception +5, Perception +7, Stealth +4

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 120 ft., blindsight 30 ft.

Languages common, draconic

Challenge 8; Proficiency Bonus +3

Amphibious. The young green dragon can breathe air and water.

Multiattack. The young green dragon makes three Rend attacks.

Rend. Melee Weapon Attack: +7 to hit, reach 10 ft.. Hit: 11 (2d6 + 4) slashing 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

Adult Green Dragon

Huge dragon Lawful Evil

Armor Class 19; Initiative +11

Hit Points 207 (18d12 + 90)

Speed fly 80 ft., swim 40 ft., walk 40 ft.

3 legendary actions (4 in its lair). Only one legendary action can be used at a time and only at the end of another creature's turn. This creature regains spent legendary actions at the start of its turn.

Strength 23 (+6); Dexterity 12 (+1); Constitution 21 (+5); Intelligence 18 (+4); Wisdom 15 (+2); Charisma 18 (+4)

Saving Throws Dexterity +6, Wisdom +7

Skills Deception +9, Perception +12, Persuasion +9, Stealth +6

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 120 ft., blindsight 60 ft.

Languages common, draconic

Challenge 15; Proficiency Bonus +5

Amphibious. The adult green dragon can breathe air and water.

Legendary Resistance. 3/day (4/day in lair). If the adult green dragon fails a saving throw, it can choose to succeed instead.

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

Rend. Melee Weapon Attack: +11 to hit, reach 5 ft.. Hit: 15 (2d8 + 6) slashing 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 as much damage damage.

Spellcasting. 1 use per day. The adult green 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

Detect Magic. For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Mind Spike. You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the invisible condition, it gains no benefit from that condition against you.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

Geas. You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can't understand your command.
While Charmed, the creature takes 27 (5d10) psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.
You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.
A Remove Curse, Greater Restoration, or Wish spell ends this spell.
Using a Higher-Level Spell Slot. If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.

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

Mind Spike. You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the invisible condition, it gains no benefit from that condition against you.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

Noxious Miasma. Constitution Saving Throw: DC 17, each creature in a 20-foot-Radius Sphere centered on a point the adult green 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 adult green dragon can't take this action again until the start of its next turn.

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

Ancient Green Dragon

Ancient Green Dragon

Gargantuan dragon Lawful Evil

Armor Class 21; Initiative +15

Hit Points 402 (23d20 + 161)

Speed fly 80 ft., swim 40 ft., walk 40 ft.

3 legendary actions (4 in its lair). Only one legendary action can be used at a time and only at the end of another creature's turn. This creature regains spent legendary actions at the start of its turn.

Strength 27 (+8); Dexterity 12 (+1); Constitution 25 (+7); Intelligence 20 (+5); Wisdom 17 (+3); Charisma 22 (+6)

Saving Throws Dexterity +8, Wisdom +10

Skills Deception +13, Perception +17, Persuasion +13, Stealth +8

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 120 ft., blindsight 60 ft.

Languages common, draconic

Challenge 22; Proficiency Bonus +7

Green Dragons

Ancient Green Dragon

Green Dragon Lairs

Amphibious. The ancient green dragon can breathe air and water.

Legendary Resistance. 4/day (5/day in lair). If the ancient green dragon fails a saving throw, it can choose to succeed instead.

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

Rend. Melee Weapon Attack: +15 to hit, reach 5 ft.. Hit: 17 (2d8 + 8) slashing plus 10 (3d6) poison damage.

Poison Breath. Recharge 6. Constitution Saving Throw: DC 22, each creature in a 15-foot Cone.
Failure: 77 (22d6) poison damage.
Success: Half damage.

Spellcasting. 1 use per day. The ancient green 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

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

Mind Spike. You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the invisible condition, it gains no benefit from that condition against you.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

Noxious Miasma. Constitution Saving Throw: DC 21, each creature in a 30-foot-radius Sphere centered on a point the ancient green 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 ancient green dragon can't take this action again until the start of its next turn.

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

Detect Magic. For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Mind Spike. You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the invisible condition, it gains no benefit from that condition against you.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

Geas. You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can't understand your command.
While Charmed, the creature takes 27 (5d10) psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.
You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.
A Remove Curse, Greater Restoration, or Wish spell ends this spell.
Using a Higher-Level Spell Slot. If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.

Modify Memory. You attempt to reshape another creature's memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified.
While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event's details, or create a memory of some other event.
You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.
A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature.
A Remove Curse or Greater Restoration spell cast on the target restores the creature's true memory.
Using a Higher-Level Spell Slot. You can alter the target's memories of an event that took place up to 7 days ago (level 6 spell slot), 30 days ago (level 7 spell slot), 365 days ago (level 8 spell slot), or any time in the creature's past (level 9 spell slot).