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Pathfinder Second Edition

Compendium

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Young 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

Young Green Dragon

Creature 8

LELargeAmphibious, Dragon
  • Perception16; darkvision, scent (imprecise) 60 feet
  • LanguagesCommon, Draconic
  • Skills acrobatics 13 arcana 16 athletics 17 deception 14 diplomacy 16 intimidation 16 nature 14 occultism 17 society 14 stealth 15
  • Str5Dex1Con3Int 2Wis2Cha4
  • AC 28 Fort16Ref16Will17
  • HP 135 Immunitiesparalyzed, poison, sleep
  • Frightful Presence 90 feet, DC 24. 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.
  • 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 tail uses 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.
  • Speed30 feet, fly 120 feet, swim 30 feet, woodland stride
  • Melee jaws 20 (poison, reach 10 feet) Damage2d10+8 piercing claw 20 (agile) Damage2d8+8 slashing tail 18 (reach 15 feet) Damage2d8+7 bludgeoning horn 18 (reach 10 feet) Damage1d12+7 piercing
  • Draconic Frenzy The dragon makes two claw Strikes and one horn Strike in any order.
  • Draconic Momentum When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon.
  • Breath Weapon (arcane, evocation, poison) The dragon breathes a toxic cloud that deals 9d6 (9d6) poison damage in a 40-foot cone (DC 25 basic Fortitude save). It can’t use Breath Weapon again for 1d4 (1d4) rounds.
  • Arcane Innate Spells DC 26; 2nd entangle; 1st charm (×2)
  • Optional Arcane Prepared Spells DC 26, attack +20; 3rd dispel magic, locate, mind reading; 2nd humanoid form, mirror image, see invisibility; 1st illusory object, true strike, ventriloquism; Cantrips (3rd) dancing lights, detect magic, ghost sound, read aura, shield