Green Dragon, Great Wyrm
Gargantuan Dragon (Air) — CR 24
Green Dragon, Great Wyrm is a D&D 3.5 monster from MM, p. 74. CR 24, HD 38d12+304 (551 hp).
- Hit Dice
- 38d12+304 (551 hp)
- Initiative
- +0
- Speed
- Land 40 ft
- Armor Class
- 43, touch 6, flat-footed 43
- Base Attack / Grapple
- +38/+64
- Attack
- Bite +48 melee (4d8+14)
- Full Attack
- Bite +48 melee (4d8+14), 2 Claws +43 melee (4d6+7), 2 Wings +43 melee (2d8+7), Tail Slap +43 melee (4d6+21)
- STR
- 39
- DEX
- 10
- CON
- 27
- INT
- 22
- WIS
- 23
- CHA
- 22
- Fort / Ref / Will
- +29 / +21 / +27
- Challenge Rating
- 24
- Alignment
- Lawful-Evil
- Organization
- solitary, pair, or family (1−2 and 2−5 offspring)
- Treasure
- Triple standard
- Environment
- Forests
- Level Adjustment
- —
- Spell Resistance
- 30
- Caster Level
- 17
Special Abilities
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): 60-ft. cone, damage 24d6 acid, Reflex DC 37 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 360-ft are subject to the effect if they have 37 HD or less.
A potentially affected creature that succeeds on a Will DC 35 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 Medium 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 20-ft × 20-ft in this case). Creatures in the affected area must succeed on a Reflex DC 37 or be pinned, automatically taking 4d6+21 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.
Tail Sweep (Ex): This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet, extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are of Small size or less. A tail sweep automatically deals 2d6+21 bludgeoning damage. Affected creatures can attempt Reflex DC 37 to take half damage.
Snatch (Ex): The dragon can choose to start a grapple when it hits with a claw or bite attack, as though it had the improved grab special attack. If the dragon gets a hold on a creature of Medium size or smaller with his claws, or Large size or smaller with his bite, it squeezes each round for automatic bite or claw damage. A snatched opponent held in the dragon’s mouth is not allowed a Reflex save against the dragon’s breath weapon.
The dragon can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6×10 feet, and takes 1d6 points of damage per 10 feet traveled. If the dragon flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater.
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 17th; Will DC 19.
Plant Growth (Sp): 1/day—as plant growth. Caster level 17th.
Dominate Person (Sp): 3/day—as dominate person. Caster level 17th; Will DC 21.
Command Plants (Sp): 1/day—as command plants. Caster level 17th; Will DC 20.
Spells: As 17th-level sorcerer.
Typical Sorcerer Spells Known (6/8/8/7/7/7/7/6/4; save DC 16 + spell level): 0—acid splash, arcane mark, dancing lights, detect magic, detect poison, ghost sound, read magic, resistance, touch of fatigue; 1st—expeditious retreat, Nystul’s magic aura, ray of enfeeblement, shield, true strike; 2nd—blur, detect thoughts, Melf’s acid arrow, resist energy, see invisibility; 3rd—haste, magic circle against good, nondetection, slow; 4th—contagion, scrying, Evard’s black tentacles, solid fog; 5th—feeblemind, mind fog, shadow evocation, teleport; 6th—disintegrate, greater dispel magic, geas/quest; 7th—power word blind, reverse gravity, waves of exhaustion; 8th—dimensional lock, prismatic wall.
Feats: This dragon has 13 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 492 skill points available.