Name | Wyrm Green Dragon |
---|---|
Sorted Name | Green Dragon, Wyrm |
Family | Dragon, True |
Size and Type | Gargantuan Dragon (Air) |
Hit Dice Count | 35 |
Hit Dice | 35d12+280 (507 hp) |
Random Hit Points | 35d12+280 - 280 |
Initiative | +4 |
Speed | 40 ft., fly 200 ft. (clumsy), swim 40 ft |
Armor Class | 40 (-4 size, +34 natural), touch 6, flat-footed 40 |
Base Attack/Grapple | +35/+60 |
Attack | Bite +45 (4d6+13) melee |
Full Attack | Bite +45 (4d6+13) melee, 2 Claws +45 (2d8+6) melee, 2 Wings +44 (2d6+6) melee, Tail Slap +44 (2d8+19) melee |
Space/Reach | 20 ft./15 ft. (20 ft. with bite) |
Special Attacks | Breath weapon (60 ft. cone of corrosive (acid) gas 22d6, DC 35), crush 4d6+19 (DC 35), frightful presence (DC 32), tail sweep 2d6+19 (DC 35) |
Special Qualities | Blindsense 60 ft., damage reduction 20/magic, darkvision 120 ft., dominate person, immunity to acid, immunity to sleep and paralysis, keen senses, plant growth, spell resistance 28, spells (caster level 15th), suggestion, water breathing |
Saves | Fort +27, Ref +19, Will +24 |
Abilities | Str 37, Dex 10, Con 27, Int 20, Wis 21, Cha 20 |
Skills | Bluff +31, Concentration +35, Diplomacy +32, Escape Artist +27, Hide +14, Intimidate +32, Knowledge (any 2) +43, Listen +45, Move Silently +26, Search +43, Sense Motive +32, Spot +45, Use Magic Device +31 |
Feats | Alertness, Blind-Fight, Empower Spell, Flyby Attack, Hover, Improved Initiative, Maximize Spell, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover |
Environment | Temperate forests |
Challenge Rating | 22 |
Organization | Solitary, pair, or family (1-2 and 2-5 offspring) |
Treasure | Triple standard |
Alignment | Always lawful evil |
Advancement | 36-37 HD (Gargantuan) |
Level Adjustment | - |
Version | SRD |
Sources | System Reference Document |
Stat_Block | Wyrm green dragon; CR 22; Gargantuan dragon (air); HD 35d12+280; hp 507; Init +4; Spd 40 ft., fly 200 ft. (clumsy), swim 40 ft; AC 40 (-4 size, +34 natural), touch 6, flat-footed 40; Base Atk +35; Grp +60; Atk +45 melee (4d6+13, bite); Full Atk +45 melee (4d6+13, bite) and +45 melee (2d8+6, 2 claws) and +44 melee (2d6+6, 2 wings) and +44 melee (2d8+19, tail slap); Space/Reach 20 ft./15 ft. (20 ft. with bite); SA Breath weapon (60 ft. cone of corrosive (acid) gas 22d6, DC 35), crush 4d6+19 (DC 35), frightful presence (DC 32), tail sweep 2d6+19 (DC 35); SQ Blindsense 60 ft., damage reduction 20/magic, darkvision 120 ft., dominate person, immunity to acid, immunity to sleep and paralysis, keen senses, plant growth, spell resistance 28, spells (caster level 15th), suggestion, water breathing; AL LE; SV Fort +27, Ref +19, Will +24; Str 37, Dex 10, Con 27, Int 20, Wis 21, Cha 20 Skills and Feats: Bluff +31, Concentration +35, Diplomacy +32, Escape Artist +27, Hide +14, Intimidate +32, Knowledge (any 2) +43, Listen +45, Move Silently +26, Search +43, Sense Motive +32, Spot +45, Use Magic Device +31; Alertness, Blind-Fight, Empower Spell, Flyby Attack, Hover, Improved Initiative, Maximize Spell, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover |
Green Dragon
Dragon (Air) Environment: Temperate forests Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring) Challenge Ratings: Wyrmling 3; very young 4; young 5; juvenile 8; young adult 11; adult 13; mature adult 16; old 18; very old 19; ancient 21; wyrm 22; great wyrm 24 Treasure: Triple standard Alignment: Always lawful evil Advancement: Wyrmling 6-7 HD; very young 9-10 HD; young 12-13 HD; juvenile 15-16 HD; young adult 18-19 HD; adult 21-22 HD; mature adult 24-25 HD; old 27-28 HD; very old 30-31 HD; ancient 33-34 HD; wyrm 36-37 HD; great wyrm 39+ HD Level Adjustment: Wyrmling +5; very young +5; young +5; juvenile +6; others - Green Dragons by Age
Green Dragon Abilities by Age
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. CombatGreen 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): A green dragon has one type of breath weapon, a cone of corrosive (acid) gas. Water Breathing (Ex): A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged. Spell-Like Abilities: 3/day-suggestion (adult or older), dominate person (ancient or older); 1/day- plant growth (old or older), command plants (great wyrm). Skills: Bluff, Hide, and Move Silently are considered class skills for green dragons. |
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
The Open content displayed above has been reproduced with permission from the copyright holder.
Attacks: Bite +45 (4d6+13) melee, or Bite +45 (4d6+13) melee, 2 Claws +45 (2d8+6) melee, 2 Wings +44 (2d6+6) melee, Tail Slap +44 (2d8+19) melee
feats: ALERTNESS, BLIND-FIGHT, EMPOWER SPELL, FLYBY ATTACK, HOVER, IMPROVED INITIATIVE, MAXIMIZE SPELL, POWER ATTACK, SNATCH, WEAPON FOCUS (BITE), WEAPON FOCUS (CLAW), WINGOVER, ,