THE SHARED REFERENCE Adventurer

Monster

Adult Emerald Dragon

Outside your table’s allowed sources

Official reference · FTD · 2014

Creature type
Dragon
Size
Huge
Armor class
18 (natural armor)
Hit points
207 (18d12 + 90)
Speed
Walk 40 ft., Burrow 30 ft., Fly 80 ft.
Challenge rating
14
Alignment
Lawful Neutral
Strength
23
Dexterity
12
Constitution
21
Intelligence
18
Wisdom
16
Charisma
18
Passive Perception
23
Saving Throws
dex: +6; con: +10; wis: +8; cha: +9
Skills
arcana: +9; deception: +9; perception: +13; stealth: +6
Senses
blindsight 60 ft., darkvision 120 ft.
Languages
Common, Draconic, telepathy 120 ft.
Resistances
fire, psychic

Traits

Legendary Resistance (3/Day)

If the dragon fails a saving throw, it can choose to succeed instead.

Shift Perception (1/Day)

The dragon can cast hallucinatory terrain, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17).

Tunneler

The dragon can burrow through solid rock at half its burrowing speed and can leave a 15-foot-diameter tunnel in its wake.

Actions

Multiattack

The dragon makes one Bite attack and two Claw attacks.

Bite

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) psychic damage.

Claw

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.

Disorienting Breath (Recharge 5–6)

The dragon exhales a wave of psychic dissonance in a 60-foot cone. Each creature in that area must make a DC 18 Intelligence saving throw. On a failed save, the creature takes 42 (12d6) psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d6 and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects.

Bonus actions

Change Shape

The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.

Psychic Step

The dragon magically teleports to an unoccupied space it can see within 60 feet of it.

Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

Claw

The dragon makes one Claw attack.

Psionics (Costs 2 Actions)

The dragon uses Psychic Step or Spellcasting.

Emerald Embers (Costs 3 Actions)

The dragon creates a dancing mote of green flame around a creature it can see within 60 feet of it. The target must succeed on a DC 17 Dexterity saving throw or take 31 (9d6) fire damage.

Spellcasting (Psionics)

The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):

At will: mage hand (the hand is invisible), minor illusion

1/day each: detect thoughts, dispel magic, invisibility, major image

Lair actions

On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row:

Regional effects

The region surrounding a legendary emerald dragon's lair is altered by the dragon's magic, creating one or more of the following effects:

  • Crystal Profusion: Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of emerald gemstones.
  • Fiery Sight: Fire and lava within 6 miles of the lair become conduits for the dragon's psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any area of fire or lava in that region.
  • Subtle Obstruction: Rocks within 6 miles of the dragon's lair sometimes move of their own accord, usually when no one is watching. Often the rocks obstruct the approach to the emerald dragon's lair, with boulders moving to block narrow defiles, way-markers tumbling off the path, or smaller stones shifting beneath travelers' feet to send them tumbling down slopes or into rivers.
  • Thriving Wildlife: Giant lizards are attracted to the area within 6 miles of the lair and settle there in large numbers.

If the dragon dies, the population of giant lizards near the lair returns to normal levels over the course of 1d10 days. Rocks immediately stop moving of their own accord. The existing abundance of crystals and emeralds remains, but new ones form at a normal rate.

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