Common Green Dragon: Difference between revisions
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Revision as of 01:40, 4 February 2021
Common Green Dragon (Threat; CR 13)
Pure Evil - Huge - Dragon |
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Lore: | Know (Arcana) | ||
24 | 41 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
35 | +25 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
- Standard Senses
- Blindsense 60 ft.
Movement Types:
- Walk 40 ft.
- Brachiating 120 ft.
- Greater Flight 80 ft.
Defense
AC |
Man Def |
Monster Health | ||
1,008 | 504 | 25 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +15 |
Refl: | +16 |
Will: | +15 |
Strong Against:
- (Threat Role) Immunity (partial 5): Threats are immune to the first five conditions applied to them during an encounter. If a sixth condition is applied to a threat, it is resolved normally. A 'condition' is defined as any non-instantaneous harmful effect applied to the monster, other than damage, but is most commonly one of the defined Status Conditions (but it doesn't have to be). Statuses related to damage (such as injured, bloodied, staggered, dying, or dead) are not 'conditions', and cannot be negated or avoided with this ability.
- (Dragon 1) Immune (no effect): magical sleep (drowsy, sluggish, asleep), paralyzed, stunned
- (Dragon 2) Immune (no effect): sonic (energy, common)
- (Dragon 3) Immune (no effect): fear
- Immune (no effect): Poison
- Immune (no effect): Prone
- (Detached Tails Only) Immune (no effect): all spells, spell-like, and supernatural abilities that require a Will save.
Offense
Standard Attack (Melee):
- 1x Virulent Bite +20 (4d10+29/x2)
as crushing (physical, common) - 1x Serpentine Tail +20 (4d10+29/x2)
as bludgeoning (physical, common)
affects all enemies in a 2x2 square area, plus: Lancing Strike and Acidic Tail Stinger
Full Attack (Melee):
- 1x Virulent Bite +20 (4d10+29/x2)
as crushing (physical, common) - 2x Serpentine Tail +20 (4d10+29/x2)
as bludgeoning (physical, common)
affects all enemies in a 2x2 square area, plus: Lancing Strike and Acidic Tail Stinger
Standard Attack (Ranged):
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
26 |
STR |
33 |
DEX |
21 |
CON |
22 |
INT |
16 |
WIS |
30 |
CHA |
Skills:
- Movement: 25
- Perception: 25
- Stealth: 23
- All other skills: 16 (no ranks)
Languages: Draconic, Common, Awnsheghlien
Special Abilities
Addling Roar (Ex) |
As a standard action, the dragon may emit an ear-shattering howl of unimaginable power. This is a sonic-based attack that affects all creatures within 100 feet of the dragon's space. The dragon must have line of effect for this power to operate, but does not require line of sight. This power inflicts 4d8+20 of Sonic (energy, common) damage, with a Fort save, DC 23, for half damage. |
Terrible Majesty (Su, Fear) |
Once per day as a free action, the dragon can exude its Terrible Majesty upon all enemy creatures within 100 feet of the dragon's space, forcing them to make a Will save versus a DC of 23. Terrible Majesty requires line of sight, but does not require line of effect. Affected enemy creatures find themselves in the center of a 3x3 cloud of noxious gas, which blocks line of sight for all visual senses. Those creatures which fail the saving throw suffer 4d8+20 points of acid (energy, common) damage, gain the Trembling condition until the end of the encounter, and the pocket of toxic vapors around them persists until the end of the encounter. Beyond the initial damage, the pockets of gas deal no further damage, but continue to block line of sight for visual senses. Those who succeed on the save take only half damage, and are instead Nervous for one round, and their pocket of noxious gas dissipates immediately.
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Acid Cloud Breath (Su) |
As a standard action, the green dragon aspirates a long hiss, exhaling a cloud of noxious, acidic gas in a 30-foot cone. Creatures caught in the radius of the breath weapon must make a Reflex save, DC 23, or take 4d8+20 points of acid (energy, common) damage. Those who succeed on the save take only half damage.
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Coiling Roll (Ex) |
As a swift action up to once per round, the dragon may use Coiling Roll to move up to double its Walk speed (40 feet) and end its move in a space occupied by one or more creatures, instead of having to end its move in an unoccupied space. Creatures who are in one or more of the spaces where the dragon ends this move action are moved to any square adjacent to the dragon's current space (the dragon chooses which space this is), following the standard rules for Forced Movement, as the dragon twists and rolls in a roiling, serpentine ball. Additionally, affected creatures must make a Reflex save, DC 23, or take 4d6+12 points of bludgeoning (physical, common) damage and be knocked Prone. Anyone knocked prone by this damage (those who failed their save) who wish to resist the forced movement by voluntarily falling prone are Splayed (since they are already prone). Creatures who succeed on their save take no damage and are not knocked prone, but they are still subject to the forced movement.
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Serpentine Tails (Ex) |
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Acidic Tail Stinger (Ex, Poison) |
Any successful attack by a serpentine tail also has a chance to inject a flesh-dissolving venom into its target(s):
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Detach Tails (Ex) |
The first time that the dragon is reduced to zero or fewer hit points, the dragon collapses to the ground and dies. During this time, any damage or status conditions applied to the dragon or its tails deal no damage and cannot inflict new status conditions or ongoing effects. At the start of the dragon's next turn, all of the currently surviving Serpentine Tails are healed to full hit points, and burst from the dragon's body in a gory spectacle, each of them landing in a space anywhere within 50 feet of the dragon's corpse (this is treated as forced movement, and does not provoke attacks of opportunity). The separated tails coil and thrash about, continuing to behave as independent creatures, except with limited mobility. If the dragon was suffering from any status conditions when it was slain, those conditions are immediately cleared from the surviving tails.
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Unstoppable Killer (Ex; Threat Role) Auto Upon Death |
The first time in an encounter that a Threat is reduced to zero or fewer hit points, it falls prone, apparently dead. But this is a ruse. When this occurs, the Threat becomes immune to all damage and effects. However, it may not perform any actions (such as attacks of opportunity) until this immunity expires.
At the beginning of its next turn, any conditions the Threat is currently suffering under (such as Prone) are immediately cleared, and its hit points are set to half its normal maximum (504 hit points). Furthermore, all enemy creatures within 2 squares (10 feet) of the Threat are immediately Pushed up to 4 squares (20 feet) away from the Threat, and suffer 4d10+31 points of bludgeoning (physical, common) damage. Affected creatures may make a Fortitude save versus a DC of 23 to reduce this damage by half, and reduce the push to 2 squares (10 feet). After this attack is resolved, the Threat can slide up to 5 squares (25 feet) to a space adjacent to an enemy creature. All of this occurs as a free action at the start of its turn, and once it is resolved, the Threat's immunity to damage expires. It must perform this attack before any other actions during its turn, and the immunity expires at the beginning of its turn even if it chooses not to perform the attack. The Threat is killed for good the second time its hit points are reduced to zero or less. |
Common Green Dragon
This creature possesses the Threat role, and therefore counts as 4 monsters for purposes of encounter size, XP award, and treasure.Dragons are so different from every other creature that they have their own unique classification. They have four legs, although the front 'feet' are dexterous enough to serve quite well as hands. They also have two or more completely functional wings, and they are powerful and speedy fliers. They have a large and dexterous prehensile tail, and seeing a monster as big as a dragon hanging from a branch is a sight you will remember for the rest of your life, however long that might be.Dragons are intelligent and terribly alien. What a dragon considers important is not what other races consider important. They are also frequently, but not always, intensely malign. Some rare dragons may be allies with lesser races (all races are lesser to a dragon, as they see it) or even genuine friends to others. Most dragons, even those traditionally considered "good," are vain and jealous things, consumed with petty grievances and cruel enough to punish every slight, no matter how small or imaginary.
Dragons will hunt at great distances. Due to their powerful and magically enhanced metabolisms, dragons need to eat far less than would seem 'natural' for a beast their size. Rather than a blessing, this is a terrible curse upon the world, because things as awful as dragons should be rare, and, as the name "common red" might imply, they are not. Even worse, since dragons need far less food than is natural, they tend to be horrifically picky eaters, and have been known to kill an entire herd of cows to find the tastiest one, or rampage through an entire town looking for the prettiest maiden.
Dragons also have a tendency to 'play' with their food in most terrible ways. If you want to rescue that prettiest maiden, best to be quick about it. It is often speculated that dragons are deliberately wretched in their behavior, in order to force would-be dragon-slayers into action 'before they're ready', and so increase the dragon's long-term safety. Indeed, many dragons are far too intelligent and clever for their own good. There are hundreds of stories of adventurers taunting dragons into foolish actions, and it is true that, in a battle, it is hard for a dragon to take any 'lesser' race seriously. In a dragon's mind, the only creatures worthy of consideration, much less respect, are other dragons.
The world belongs to the dragons. The rest of us just live here.
Dragons tend to be categorized into loose species-groups based upon their physical appearance and traits. Most common among these are the white, black, blue, green, red chromatic dragons, followed closely by the bronze, copper, silver, gold and platinum metallic dragons. Other species groups exist, such as the earth dragons (brown, gray, yellow, and ocher), the spirit dragons (force, prismatic, empyrean, and tellurian) the gem dragons (crystal, onyx, jade, sapphire, ruby and amber), the drifting dragons (cloud, mist, shadow, sand, and dust), and the tempered dragons (iron, steel, mithril and adamant), to name the most common. In addition there are many odd dragons which defy categorization, such as coiled dragons, nested dragons, radiant dragons, sea dragons, celestial dragons, star dragons, moon dragons, sun dragons, fairy dragons, and many, many more besides.
- While the physical appearance of the dragon is the easiest means of distinguishing them from one another, a dragon's coloration isn't a drab monochrome. Green dragons, for example, are mottled with browns, tans and olive colors in addition to their base green color, allowing them to effortlessly blend into flora-rich environments. While they prefer forests and other areas with ubiquitous flora, green dragons can be found nearly anywhere.
- Green dragons are unique in several ways from other traditional dragons. First, while they are quite competent fliers, they are also absurdly quick climbers, able to slither through forest branches with terrible grace. Second, they always have at least two tails (and sometimes more than two), each carrying a straight, poisoned barb on the end. While in motion, the tails do not appear disproportionately long, but in combat, they can stretch them to startling lengths attacking distant foes with surgical precision.
Combat Tactics
Like many dragons, green dragons are ambush predators, preferring to hide in trees and surprise their enemies with tail attacks in any surprise round they might get. This sets off their Terrible Majesty aura, and if the creatures run instead of standing to fight, the dragon will stay in the trees, following its prey and kill it with Addling Roar and Serpentine Tail attacks from range.
- If its prey stands and fights, however, they will use their first round to breathe their acid cloud to gain concealment, spend an action point to charge their foes, and then use their remaining move action to make a coiling roll attack, now that they're on the ground.
- Subsequent rounds will primarily consist of full attack actions whenever possible. The second action point can be spent to expand the area of effect of the acid cloud by breathing a second time, or to use Addling Roar to soften up the prey even more.
- Green dragons are smart predators, but vastly arrogant, and unlikely to flee from a battle they are losing. If a fight starts to go poorly, they might use stealth to reposition themselves to better advantage, but they will probably fight to the death, assuming that lesser creatures have no chance of actually accomplishing that.
Out of Combat
Green Dragons are both more solitary and more social than most dragons. Thanks to their coiling semi-sentient tails, they have no need or desire for standard henchmen...which means that they like having people to talk to...sometimes.
- Green Dragons will have Maenads or Hags or even Drow and Duergar or some of the various reptilians or ophidians as uncomfortable neighbors, just to have somebody to lord it over. Some green dragons will even start to feel rather possessive toward such 'friends', which can lead to weirdly unprovoked attacks on heroes fighting what seems like completely unrelated monsters.
- All of which makes green dragons unpredictable foes, at the best of times.
Rewards
XP: 102,400 (Threat role included.)
Treasure: Sellable Goods worth 88,125 gp. (Threat role and Dragon bonus included, which is 5 greater than normal for this CR.)
- Weight: 520 lbs. Volume: 20.8 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
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1 - 5 | Nothing Found |
6 - 10 | 1 Languid Remnant (tier 1) |
11 - 14 | 1 Pale Remnant (tier 2) |
15 - 17 | 1 Bright Remnant (tier 3) |
18 - 20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
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1 | 5 Languid Remnants (tier 1) |
2 - 5 | 5 Pale Remnants (tier 2) |
6 - 10 | 1 Intense Remnant (tier 4) |
11 - 14 | 1 Blazing Remnant (tier 5) |
15 - 17 | 1 Vital Remnant (tier 6) |
18 - 20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
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1 | 5 Bright Remnants (tier 3) |
2 | 5 Intense Remnants (tier 4) |
3 - 6 | 5 Blazing Remnants (tier 5) |
7 - 10 | 5 Vital Remnants (tier 6) |
11 - 14 | 1 Prime Remnant (tier 7) |
15 - 17 | 1 Mythic Remnant (tier 8) |
18 - 20 | 1 Empyrean Remnant (tier 9) |