Green Dragon (Great Wyrm)
CR 20, LE Colossal Dragon (air)
Senses: Perception 40, Darkvision 120, Blindsight 60Without using visual senses this creature can sense creatures and objects around it. In addition, invisibility and other forms of cover are useless. Within range of the creature's blindsight, it doesn't need to make a perception check to locate a creature, but automatically detects it.
Speed: 40 ft., fly 250 ft. (clumsy), swim 40 ft. Skills: Athletics 34, Intimidation 36, Arcana 36, Magic Items 36, Nature 36, Planes 36
Languages: Abyssal, Auran, Common, Draconic, Elven, Giant, Sylvan
Ability Scores: Str 39 (+24), Dex 6 (+8), Con 27 (+18), Int 22 (+28), Wis 23 (+28), Cha 22 (+28)
INIT: +2 CP: +27 HP: 391 (27d12+216) SA: 23 DC: 33
AC: 37 Touch: 0 Flat-footed: 37 [-2 Dodge, +37 Natural, -8 Size]
SR: 33 Vulnerable: -- Resistant: Weapons 20 Bypass: +4 weapon, Adamantine
Immunity: Acid Effect Immunity: Paralysis, Sleep
Bleeding Critical (ex) - Whenever the Green Dragon (Great Wyrm) makes a critical hit, it also inflicts 2d6 bleed damage on its target.
Power Attack (ex) - A Green Dragon (Great Wyrm) may choose to take a penalty to its attack roll (up to -5). For each point of penalty, the Green Dragon (Great Wyrm) does one extra point of damage. The Green Dragon (Great Wyrm) must decide to use power attack at the beginning of its turn and it applies to all attack made until the start of its next turn.
Water Breathing (ex) - The creature can breathe under water.
Natural Connection (ex) - This creature can use Stealth to hide in any sort of natural terrain, even if the terrain does not grant cover or concealment. It also does not leave a trail in natural surroundings and cannot be tracked unless it chooses. The creature can also move through any foliage at full speed without impairment.
Attacks
- Melee (Natural) - 1 x bite +33 (4d8+21/19-20). Reach: 30 ft.
- Melee (Natural) - 2 x claws +33 (4d6+14/19-20). Reach: 20 ft.
- Melee (Natural) - 2 x wings +33 (2d8+7). Reach: 20 ft.
- Melee (Natural) - 1 x tail slap +33 (4d6+21). Reach: 20 ft.
Breath Weapon (su, Acid, every 1d4 rounds) - 70-ft. cone of acid, 24d6 acid damage
Cleave (ex) - As a standard action, the Green Dragon (Great Wyrm) can make a single attack with a melee weapon at its highest attack bonus. If it hits, it deals damage normally and can make another attack against a foe adjacent to the first. The Green Dragon (Great Wyrm) may continue making as many attacks as possible provided opponents are adjacent and in range. Using cleave, causes the creature to take a -2 penalty to AC until its next turn.
Frightful Presence (Free)(ex, Mental, Fear) - As a free action, this creature can demonstrate its frightful presence (usually through a roar or other effect). Opponents who witness this gain level 3 fear for 5d6 rounds. Opponents who succeed on a save are immune to this effect for 24 hours. If the target loses sight of the creature, it gets a new save each round.
Crush (ex) - This dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the dragon's space. Creatures in the affected area must succeed on a Dex save or take bludgeoning damage and become grappled (level 2). Crush attacks deal damage equal to the maximum melee attack the dragon can make. Grappled targets automatically take this damage again at the beginning of their turns for as long as they remain grappled.
Awaken Treants (su) - A great wyrm dragon can call on the forest itself to aid it, animating a number of trees to serve as treants to protect it. These treants can be called from any Huge or larger living tree. A green dragon can create a single treant as a standard action, up to a total of 4 treants per day. These treants remain animated for up to 1 hour, at which time they revert to being ordinary trees.
Miasma (su, Acid, 3/day) - This creature can use its breath weapon to create a cloud of acid as a standard action that deals damage to any creature inside it. The cloud moves with the dragon and has a radius of 20 feet. When it's created, anyone inside this area takes an amount of damage equal to half the dragon's breath weapon, with a Dex save for half damage. The number of damage dice rolled is halved each round until the result would be less than 1d6. Any creature that starts its turn inside the cloud takes damage, but can make a Dex save for half. A strong wind, such as that created by a gust of wind, disperses the cloud in 1 round.
Tail Sweep (ex) - As a standard action, this dragon can sweep multiple targets with its tail. The sweep affects a half-circle with a radius of 30 feet. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. The sweep deals as much damage to all creatures in range as the tail slap normally does to a single target, though targets can make a Dex save to halve this damage.
- Spells
- Level 1 (8 slots): Bless, Cloud, Dancing Lights, Detect, Detect, Image, Magic Missile, Message, Shield, Ventriloquism
- Level 2 (8 slots): Locate, Mirror Image, Polymorph, Polymorph, Polymorph, See Invisibility
- Level 3 (7 slots): Dispel Magic, Displacement, Fireball, Haste, Summon Fiend, Summon Fiend, Summon Fiend
- Level 4 (7 slots): Dimension Door, Ice Storm, Stoneskin
- Level 5 (7 slots): Scrying, Teleport
- Level 6 (7 slots): Disintegrate, True Seeing
- Level 7 (6 slots): Plane Shift, Prismatic Spray
- Level 8 (4 slots): Power Word Stun, Sunburst
- Spell Like Abilities (At Will)
Environment: temperate forests
Organization: None
Treasure: triple
Scales the color of emeralds armor this ferocious dragon. A single sharp horn protrudes from the end of its toothy snout.
Green dragons dwell in the ancient forests of the world, prowling under towering canopies in search of prey. Of all the chromatic dragons, green dragons are perhaps the easiest to deal with diplomatically.