Green Dragons Species in D&D world | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Green Dragons

Green dragons are master manipulators who revel in corrupting lesser creatures and hoarding them like possessions. They are belligerent creatures and masters of intrigue, politics, and backbiting.   Unlike most chromatic dragons, green dragons affected by the dragonforging artifacts seemed to have a wide variety of potential outcomes, with no one race of metallics predominating.

Basic Information

Anatomy

When it stands on all fours, its body stays fairly high off the ground, enabling it to pass over brush or forest debris lying on the ground. The neck is often longer than the rest of the dragon’s body (excluding the tail), and older dragons can peer over the tops of mature trees without rearing up. A green dragon’s long neck gives it a distinctive, swanlike profile when aloft. The head looks featureless when viewed from below. The wings have a dappled pattern, darker near the leading edges and lighter toward the trailing edges. The alar thumb is short, and the alar phalanges are all the same length, giving the wingtips a rounded look. The trailing edge of the wing membrane joins the body well ahead of the rear legs. The stinging odor of chlorine wafts from a green dragon.   A green dragon’s scales generally feel smooth, like hardened snakeskin.

Genetics and Reproduction

Courtship among green dragons is a coarse and indelicate affair. Once a pair decide to mate, however, their lawful nature comes to the fore, and a strong bond develops between them. Parents take extreme care to invest their offspring with all the skills necessary for effective manipulation and double-dealing. A mated pair seldom leaves its first set of offspring untended, but may produce additional clutches to fend for themselves while the first clutch grows up. With the necessities of the Curse, laying and incubation take place at the Throne of Wings, but many transport their young wyrmlings back to their home territory. Once the first clutch reaches adulthood, the parents chase off the youngsters and go their separate ways. If the pair is about the same age, they divide their shared territory between them. (Such agreements usually last at least a few decades before the former mates seek ways to encroach on each other’s turf.) Otherwise, the younger parent leaves at the same time the youngsters do.   The female gestate the eggs for 120 days, and then lays their 2 foot long eggs in a solution of acid strong enough to deal at least 1d4 points of damage per round or bury them in leaves moistened with rainwater. They hatch after 480 days' incubation. The wyrmlings typically stay with both parents until they reach adulthood.

Growth Rate & Stages

A wyrmling green dragon’s scales are thin, very small, and a deep shade of green that appears nearly black. The green wyrmling is easily mistaken for a black, due to their nearly black scales. 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.   They are considered wyrmlings for the first five years, very young until age 15, reach the juvenile stage at 26 years, and become sexually mature at 51 years, being considered fully adult at 100. They are considered mature at 200, old at 400, very old at 600, and ancient at 800 years. Beyond 1,000 they are considered wyrms, and great wyrms after 1,200 years.

Ecology and Habitats

They prefer forests; the older the forest and bigger the trees, the better. Green dragons are as territorial and aggressive as any other kind of evil dragon, but their aggression often takes the form of elaborate schemes to gain power or wealth with as little effort as possible.   The typical green dragon lair is a complex of caves and tunnels, with its main entrance hidden behind a waterfall. The preferred green dragon lair is a cave high up on a cliff, but such locations are usually hard to find and thus only home to the oldest and most powerful green dragons. They prefer locations where the lair’s entrance is hidden from prying eyes, such as behind a waterfall or near a lake, pond, or stream that provides a submerged entrance. Older green dragons often conceal their lairs with plants they have magically grown. Green dragons sometimes clash with black dragons over choice lairs. The greens frequently pretend to back down, only to wait a few decades before returning to raid the black dragon’s lair and loot its hoard. Dungeon-dwelling green dragons prefer locales with some kind of vegetable or fungal life, such as grottos filled with giant mushrooms.   A green dragon patrols its territory regularly, both on the wing and on the ground, so as to get a good look over and under the forest canopy.

Dietary Needs and Habits

Although they have been known to eat practically anything when hungry enough, including shrubs and small trees, green dragons especially prize elves and sprites.

Additional Information

Social Structure

Among their own kind, they are loud, crass, and generally rude, especially when dealing with dragons of the same age and status. Younger dragons are forced to use some restraint when interacting with their elders, but the veneer of civility they adopt is paper-thin, and the dragons know it. A clear pecking order, based on age and status but with no formal hierarchy, develops among green dragons within a given area. Green dragons know each other too well to depend on any formal social structure.

Facial characteristics

A green dragon’s notable features include a heavily curved jawline and a long, waving crest that begins near the eyes and continues down most of the dragon’s spine. The crest reaches its full height just behind the skull. A green dragon has no external ears, just ear openings and leathery plates that run down the sides of the neck, each plate edged with hornlets. The dragon also has hornlets over its brows and at the chin. The nostrils are set high on the snout, and the teeth protrude when the mouth is closed. The dragon has a long, slender, forked tongue.

Civilization and Culture

Beauty Ideals

Green dragons are not picky about the treasure they collect. Anything valuable will do. Among items of similar value, however, a green dragon favors the item that reminds it of a particularly noteworthy triumph.

Interspecies Relations and Assumptions

Green dragons value their territory, but only as a means to gain as much power as possible without expending considerable effort. They will sometimes trade safe passage for a worthy item to add to their hoards. Even so, they are extremely cunning and duplicitous foes, and love double-crossing others. A traveler who stumbles into a green dragon's territory might be able to bribe the dragon for safe passage, but more often than not the dragon will pretend to agree and then attack the unsuspecting offender once their guard was down. Worse, if the traveler impresses the green dragon during its stay, they might start thinking of the newcomer as a prized possession to be corrupted and sculpted to its will.   These dragons love intrigue and secrets. They put up a front of diplomacy and deceit when dealing with stronger foes, but they reveal their cruel and petty nature when intimidating lesser beings or when gaining the upper hand. They delight in stalking their enemies and listening in for any information they can gather before moving to attack. Green dragons especially enjoy corrupting or consuming elves and fey creatures.   Green dragons like to note anything new happening in their domains. They have a lust for power that rivals their desire to collect treasure. There is little a green dragon ill not attempt to further its ambitions. Its favorite means of gaining influence over others is intimidation, but it tries more subtle manipulations when dealing with other dragons or similarly powerful creatures. Green dragons are consummate liars and masters of double talk and verbal evasion. Just talking to a green dragon can lead a being to ruin. When dealing with most other creatures, green dragons are honey-tongued, smooth, and sophisticated.   Green dragons often attack with little or no provocation, especially when dealing with creatures passing through their territory. (Such creatures don’t offer much opportunity for a scam or other long-term manipulation, so the dragon simply attacks.) Victory in such an encounter often nets the dragon some treasure and helps demonstrate the dragon’s power to its neighbors and subjects. The dragon typically stalks its victims, studying them from afar and planning its assault. It may shadow its victims for days before attacking. If the target appears weak, the dragon makes its presence known quickly—it enjoys evoking terror. A green dragon seldom slays all its opponents, preferring instead to try to establish control over one of the survivors by using intimidation or magical enchantments. It then questions its prisoner to learn what is going on in the countryside, and if there is treasure nearby. Green dragons occasionally release such prisoners if they can arrange for a ransom payment. Otherwise, the prisoner must prove its value to the dragon daily or die.
Genetic Ancestor(s)
Genetic Descendants
Lifespan
2,300 or more years
Average Height
15 feet tall
Average Weight
20,000 pounds
Average Length
55 feet long, with a 17 foot long body, 18 foot long neck, and 20 foot long tail
Average Physique
A green dragon’s legs and neck are proportionately longer in relation to the rest of its body than any other chromatic or metallic dragon.

Remove these ads. Join the Worldbuilders Guild

Adult Green Dragon

Huge dragon, lawful evil
Armor Class 19 (Natural Armor)
Hit Points 207 18d12+90
Speed 40ft Fly: 80ft Swim: 40ft

STR
23 +6
DEX
12 +1
CON
21 +5
INT
18 +4
WIS
15 +2
CHA
17 +3

Saving Throws Dex +6, Con +10, Wis +7, Cha +8
Skills Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6
Damage Immunities Poison
Condition Immunities poisoned
Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 22
Languages Draconic
Challenge 15


Amphibious. The dragon can breathe air and water.   Variant: Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).   In a new form, the dragon retains its alignment, hit points, Hit Dice, resistances, immunities, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.   Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.


Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: (2d10 + 6) piercing damage plus (2d6)poison damage.   Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: (2d6 + 6) slashing damage.   Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: (2d8 + 6) bludgeoning damage.   Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.   Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.


 

Legendary Actions

Adult Green Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Adult Green Dragon regains spent legendary actions at the start of their turn.   Detect.The dragon makes a Wisdom (Perception) check.   Tail Attack.The dragon makes a tail attack.   Wing Attack (Costs 2 Actions).The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:   Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.   A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.   Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.

The forest-loving green dragons sometimes compete for territory with black dragons in marshy woods and with white dragons in subarctic taiga. However, a forest controlled by a green dragon is easy to spot. A perpetual fog hangs in the air in a legendary green dragon’s wood, carrying an acrid whiff of the creature’s poison breath. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast, and every sound seems muffled.   At the center of its forest, a green dragon chooses a cave in a sheer cliff or hillside for its lair, preferring an entrance hidden from prying eyes. Some seek out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation.

Regional Effects

The region containing a legendary green dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:   Thickets form labyrinthine passages within 1 mile of the dragon’s lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it’s in contact with the thickets or take 3 (1d6) piercing damage from thorns.   Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage.   Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon’s path.   Rodents and birds within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.   If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their thorns.


This stat block is for a dragon around 100-800 years. For dragons of different age categories, check out the following:   Green Dragon Wyrmling (5-25 years)   Young Green Dragon (25-100 years)   Ancient Green Dragon (800 years or older)

Guild Feature

Display your locations, species, organizations and so much more in a tree structure to bring your world to life!

Comments

Please Login in order to comment!