Green Dragon, Young Adult
Green Dragon, Young Adult
Green Dragon, LE Large Dragon
Complex Monster, XP 17550
Level 13 (+6)
"You venture into my woods, and do not bring tribute? Ah, then you must be another band of fools sent here by that pathetic king of yours. Tell me something, prey, how many gold pieces did he offer you for your sacrifice?"
——Sassaron, a Green Dragon
Green Dragons are imperious and volatile members of their species, seeing themselves as masters of the wilds by virtue of their birth. At birth, they are roughly the size of a humanoid, 7 to 8 feet in length and around 300-500 lbs. They are born with dark, emerald green scales and spines that run the length of a small fin that extends from the top of their head all the way down to the base of their tail. As they age, their hide grows thicker and lighter, better camouflaging them in the woodlands they inhabit to make up for the incredible increase in size. They also begin to manifest spores along their body that appear yellow and are somewhat toxic. At their most venerable, these powerful creatures can grow upwards of 30 feet long and weigh as much as 15 tons.
Green Dragons, in addition to their imposing strength, heavily muscled clawed limbs, bite and wing attacks, are intimately tied to earth magic. Their breath weapon sprays enemies with a highly corrosive green acid that can even penetrate protections against the substance. They can manipulate the forest around them, causing vines to lash out and hold their enemies for easy consumption, or simply release a spore cloud from their body that poison all nearby enemies.
Awareness
33
Senses
Dragonsense (60ft), Darkvision, Superior Vision, Superior Scent
Initiative 25/1d6
|
|
Morale
5
|
Defenses
AC
23/31
Touch
19
Fort
22
Reflex
23
Will
21
Resistances: Non-magical Weapons (50%), Caustic (Imm), Immune Sleep and Paralysis. Daze Resist (4). MR 1d6+6
Vulnerabilities:
Attributes / Saving Throws
STR
24 / 33
DEX
12 / 21
CON
19 / 28
INT
19 / 26
WIS
15 / 22
CHA
18 / 25
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 2
Skirmish 45ft / 3
Sprint 70ft / 3
Fly 155ft / 3
Swim 45ft / 3
Automatic Action
Frightful Presence
[Supernatural] Advanced • Pot 1d8+6, MR No
+11 vs Will
Automatic • Range 50ft • All creatures within range.
1 Morale Damage damage
The Dragon's very presence strikes fear into others. On a hit, the target is subject to Terror [SE, ST 4d10 vs CHA].
At-Will
Claw
[Body, Opportunity]
+14 vs AC (ArN 2)
Standard REC 3 • Melee Reach 5ft • One Creature
2d6 + 9 (avg 18) Slashing damage (Crit 9%/12)
Tail Swipe
[Body, Opportunity]
+14 vs AC (ArN 4)
Standard REC 4 • Melee Reach 10ft • One Creature
2d8 + 9 (avg 20) Bludgeoning damage (Crit 14%/16)
Bite
[Head, Opportunity]
+14 vs AC (ArN 5)
Standard REC 5 • Melee Reach 10ft • One Creature
2d12 + 18 (avg 33) Chopping damage (Crit 14%/20)
Lashing Tail
[Body] Basic
+14 vs AC (ArN 4)
Standard REC 6 • Melee Reach 10ft • Up to 3 continuous Creatures
2d8 + 9 (avg 20) Bludgeoning damage (Crit 14%/16)
The Dragon's powerful tail lashes throught its enemies. On a hit, targets of Medium Size or smaller are knocked Prone.
Buffet
[Body] Basic
+12 vs Fortitude
Standard REC 3 • Range 20ft orft, Area 30ft cone • All creatures within range or all creatures within area
The Dragon flaps its wings, letting forth a powerful burst of air.
Acid Spit
[Head] Basic
+12 vs Reflex
Standard REC 5 • Range 100ft • One Creature
4d6 + 16 (avg 32) Caustic damage (Crit 4%/0)
The Dragon conjures forth a ball of caustic spittle and hurls it at its enemies.
Acid Breath [Limit 1 per 2 rnds]
[Head, Supernatural] Legendary • Pot 1d12+6, MR No
+12 vs Reflex
Standard REC 5 • Area 60ft Cone • All creatures within area
4d6 + 58 (avg 74) Caustic damage (Crit 4%/0)
The dragon breathes. On a miss, targets suffer half damage. After damage is resolved, if a hit target is under a magic effect providing Reduction, Resistance, or Immunity to Caustic damage, make an opposed potency check. If the Green Dragon succeeds, the effect is dispelled.
2d12 + 18 (avg 20) Chopping damage
Grapple +16
Uses: 3
Short Rest
Savage Strike
[Body] Advanced
+14 vs AC (ArN 2)
Standard REC 6 • Melee Reach 5ft • One Creature
4d6 + 13 (avg 29) Slashing damage (Crit 9%/12)
The Dragon batters its opponent with wings and claws.
Lashing Vines [Head]
[Head, Magical] Advanced • Pot 1d8+6, MR Yes
+11 vs Reflex
Cast CT 3, REC 3 • Range 200ft, Area 40ft diameter area • All creatures within area
4d6 + 34 (avg 50) Bludgeoning damage (Crit 4%/0)
Vines errupt from the forest floor and lash out at the Dragon's enemies. On a hit, targets are Restrained [SE, ST 4d10 vs STR]
Sickening Pollen [Head]
[Head, Magical] Advanced • Pot 1d8+6, MR Yes
+11 vs Fortitude
Uses: 3
Extended Rest
Snatch
[Body, Grapple] Advanced
+12 vs Touch
Standard REC 5 • One Creature
The dragon moves up to its Fly speed, making on attack on one creature within reach at any point during the movement. On a hit, make an Opposed Grapple Check (+16 vs Grapple). On a successful grapple, the dragon Grabs the target and moves the remainder of its Fly speed up into the air. It then drops the target, allowing it to fall to the ground, suffering Falling damage based on the height of the fall. The target of the attack does not gain an Opportunity from the Dragon's movement, or from the Grapple check.
Overland Movement
150 mi/day
Qualities
- Double Initiative: A Dragon has two initiatives, one for its head and one for its body. The body takes actions to move and make most physical attacks (Claws, Tail Swipes, and Wing Attacks) while the head uses Cast abilities, Bite attacks, and controls the Dragon's Breath weapon. The dragon can use either of its initiatives to make Saving Throws (against any effect) and when it is Delayed, Dazed or Stunned the dragon may choose which initiative is affected.
- Water Breathing: The Green Dragon can breath underwater.
- Dragonsense: Dragons and their kin can magically sense the presence of all creatures within 60ft.
- Legendary Creature: A Legendary Creature gains a +1 racial bonus to Morale and a +5 racial bonus to all Saving Throws. Also, the Legendary Creature does not lose the ability to use its "Automatic Actions" unless it is killed or rendered Unconscious.
- Confidence: +1 racial bonus to Morale and a Morale Threshold of -2. Additionally, gain a +10 racial bonus to Bravery. (inc)
- Draconic Resistance: Magic Resistance 1d6+6. Additionally, Immune to Sleep and Paralysis effects and gain Daze Resistance equal to Physical Rank. (inc)
- Superior Sight & Scent: +2 racial bonus to Spot & Scent and a +4 racial bonus to Awareness. (inc)
- Tough Scales: Natural Armor AC +4/+12, Ref +2. Additionally, gain Resistance to Non-magical Weapons (inc)
Skills: Climb R4 (+13), Stealth R7 (+12), Swim R4 (+13), Listen R5 (+13), Spot R6 (+17), Scent R5 (+15), Hunting R5 (+11), Mercantile R2 (+7), Ritual Casting R2 (+7), Survival R4 (+11), Investigate R2 (+7), Draconic Arts R2 (+8), Coercion R7 (+19), Deception R4 (+12), Manipulation R4 (+12), Persuasion R3 (+9), Aloofness R3 (+10), Bravery R5 (+24), Intuition R5 (+13), Suspicion R5 (+13)
Feats: Fast Initiative, Fast Initiative, Big Crit, Heavy Hitter
Philosophies: Rank 2 Mental, Rank 4 Physical, Rank 6 Draconic
Combat Training: Cast 3, Melee 3, Ranged 3, Parry 3, Fort 3, Reflex 3, Will 3
Wits: +7, Brawn: +17
Equipment: None
Social
Languages: Draconic, Common
Composure: 27
Charm
+4
Coercion
+19
Deception
+12
Manipulation
+12
Persuasion
+9
Aloofness
+10
Bravery
+24
Intuition
+13
Tolerance
+3
Suspicion
+13
Prejudices:
Motives: Horde treasure, Territorial