Green Dragon, Adult

Huge Dragon (Air) — CR 13

Monster Manual v.3.5 (MM), p. 74Updated 3.5

Green Dragon, Adult is a D&D 3.5 monster from MM, p. 74. CR 13, HD 20d12+100 (230 hp).

Hit Dice
20d12+100 (230 hp)
Initiative
+0
Speed
Land 40 ft
Armor Class
27, touch 8, flat-footed 27
Base Attack / Grapple
+20/+36
Attack
Bite +26 melee (2d8+8)
Full Attack
Bite +26 melee (2d8+8), 2 Claws +21 melee (2d6+4), 2 Wings +21 melee (1d8+4), Tail Slap +21 melee (2d6+12)
STR
27
DEX
10
CON
21
INT
16
WIS
17
CHA
16
Fort / Ref / Will
+17 / +12 / +15
Challenge Rating
13
Alignment
Lawful-Evil
Organization
solitary, pair, or family (1−2 and 2−5 offspring)
Treasure
Triple standard
Environment
Forests
Level Adjustment
Spell Resistance
21
Caster Level
5

Special Abilities

Breath WeaponFrightful PresenceSuggestionCrushSpellsDamage ReductionImmunity to AcidImmunity to SleepImmunity to ParalysisWater BreathingBlindsenseDarkvisionKeen SensesSpell Resistance

Feats

The dragon has a toothy, curving jaw line and rows of hornlets over its eyes. There is a cluster of hornlets at the chin. A crest begins just behind the eyes and runs the length of the body, rising to full height just behind the skull. The odor of chlorine clings to the dragon, whose scales radiate with a glowing emerald shine.

Description

Chromatic dragons form the evil branch of dragonkind. They are aggressive, greedy, vain, and nasty.

Green dragons are belligerent and tend to attack without provocation.

A wyrmling green dragon’s scales are thin, very small, and a deep shade of green that appears nearly black. As the dragon ages, the scales grow larger and lighter, turning shades of forest, emerald, and olive green, which helps it blend in with its wooded surroundings.

Green dragons make their lairs in forests; the older the forest and bigger the trees, the better. They prefer caves in cliffs or hillsides and can be detected by the stinging odor of chlorine. Although they have been known to eat practically anything, including shrubs and small trees when they are hungry enough, green dragons especially prize elves and sprites.

Combat

Green dragons initiate fights with little or no provocation, picking on creatures of any size. If the target is intriguing or seems formidable, the dragon stalks the creature to determine the best time to strike and the most appropriate tactics to use. If the target appears weak, the dragon makes its presence known quickly—it enjoys evoking terror. Sometimes the dragon elects to control a humanoid creature through intimidation and suggestion. Green dragons especially like to question adventurers to learn more about their society and abilities, what is going on in the countryside, and if there is treasure nearby.

Breath Weapon (Su): 50-ft. cone, damage 12d6 acid, Reflex DC 25 half. Using a breath weapon is a standard action. Once a dragon breathes, it can’t breathe again until 1d4 rounds later.

Frightful Presence (Ex): A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius 180-ft are subject to the effect if they have 19 HD or less.

A potentially affected creature that succeeds on a Will DC 23 remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Crush (Ex): This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents of Small or less size (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body (an area of 15-ft × 15-ft in this case). Creatures in the affected area must succeed on a Reflex DC 25 or be pinned, automatically taking 2d8+12 bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.

Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Water Breathing (Ex): Can breathe underwater indefinitely and can freely use breath weapon, spells, and other abilities underwater.

Suggestion (Sp): 3/day—as suggestion. Caster level 6th; Will DC 16.

Spells: As 5th-level sorcerer.

Typical Sorcerer Spells Known (6/7/5; save DC 13 + spell level): 0—arcane mark, dancing lights, detect magic, ghost sound, read magic, resistance; 1st—expeditious retreat, Nystul’s magic aura, shield, true strike; 2nd—blur, detect thoughts.

Feats: This dragon has 7 feats available.

Skills: These skills are considered class skills for all dragons: Concentration, Diplomacy, Escape Artist, Intimidate, Knowledge (any), Listen, Search, Sense Motive, Spot and Use Magic Device. These skills are considered class skills for green dragons: Bluff, Hide and Move Silently. This dragon has 207 skill points available.