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Pathfinder Second Edition

Compendium

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Adult Green Dragon

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Green dragons are the most contemplative of the chromatic dragons as well as the most approachable. The key to understanding green dragons is to understand their obsession with Knowledge and self-discipline. Any careful approach that takes advantage of a green dragon’s fixations may end in a diplomatic outcome, but any misstep or slight can provoke a savage Attack. Like most chromatic dragons, green dragons do not suffer fools—and the threshold for what they consider foolish is very low.

Though more open than their chromatic cousins to dealing with other creatures and dragons, green dragons prefer an isolated and quiet life. They tend to lair in the most forbidding parts of a forest, surrounded by tangled thickets, or else at the heart of some dismal gulch. If the Terrain is suitable, some green dragons make their home in natural caves, which they expand to suit their needs.

Green dragons’ pride leads them to see to the preservation of their forest homes. They feel that a verdant and lush forest is something that they alone have cultivated. This leads some green dragons to follow the path of druidism, though most prefer to study the Arcane arts and Occult lore. Most of them delve deeply into one particular field of study, and correspond with other scholars in the field by adopting a pen name that hides their true Nature. Regardless of their chosen focus, green dragons seek to improve themselves, and their desire for Knowledge makes them more likely to deal diplomatically with other creatures in order to obtain new information.

Their hoards are typically well kept, organized, and filled with tomes of lore and Scrolls of magic along with antiquities they collect for their own inscrutable reasons. Many of these treasures come from across the globe, and many an adventurer has survived an encounter with a green Dragon by stroking its ego and plying it with rare artifacts or lost lore from ancient cultures.

Attributes

Adult Green Dragon

Creature 12

LEHugeAmphibious, Dragon
  • Perception22; darkvision, scent (imprecise) 60 feet
  • LanguagesCommon, Draconic, Elven, Sylvan
  • Skills acrobatics 19 arcana 22 athletics 24 deception 19 diplomacy 23 intimidation 23 nature 20 occultism 24 society 22 stealth 21
  • Str6Dex3Con3Int 4Wis4Cha5
  • AC 34 Fort20Ref22Will23 (+1 status to all saves vs. magic)
  • HP 215 Immunitiesparalyzed, poison, sleep
  • Frightful Presence 90 feet, DC 31. A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster’s Frightful Presence for 1 minute. Critical Success: The creature is unaffected by the presence. Success: The creature is frightened 1. Failure: The creature is frightened 2. Critical Failure: The creature is frightened 4.
  • Trackless Step The green dragon always gains the benefits of Cover Tracks in natural surroundings, even while moving at full speed.
  • Woodland Stride The green dragon ignores difficult terrain and greater difficult terrain from non-magical foliage.
  • Twisting Tail TriggerA creature within reach of the dragon's tailuses a move action or leaves a square during a move action it's using. Effect: The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature's action.
  • Speed40 feet, fly 160 feet, swim 40 feet; trackless step, woodland stride
  • Melee jaws 26 (magical, poison, reach 15 feet) Damage3d10+12 piercing claw 26 (agile, magical, reach 10 feet) Damage3d8+12 slashing tail 24 (magical, reach 20 feet) Damage3d8+10 bludgeoning horn 24 (magical, reach 15 feet) Damage2d8+10 piercing
  • Breath Weapon (arcane, evocation, poison) The dragon breathes a toxic cloud that deals 13d6 (13d6) poison damage in a 50-foot cone (DC 31 basic Fortitude save). It can’t use Breath Weapon again for 1d4 (1d4) rounds.
  • Draconic Frenzy The dragon makes two claw Strikes and one horn Strike in any order.
  • Draconic Momentum The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.
  • Arcane Innate Spells DC 32; 4th suggestion; 2nd entangle (×2); At Will charm
  • Optional Arcane Prepared Spells DC 33, attack +26; 5th cloudkill, dispel magic, tongues; 4th clairvoyance, dimension door, stoneskin; 3rd dispel magic, locate, mind reading; 2nd humanoid form, mirror image, see invisibility; 1st illusory object, true strike, ventriloquism; Cantrips (5th) dancing lights, detect magic, ghost sound, read aura, shield