Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
Common, Draconic, three more
Resistances & Immunities
Traits
Amphibious
The dragon can breathe air and water.
Blood Toxicity (While Bloodied)
The first time each turn a creature hits the dragon with a melee attack while within 10 feet of it, that creature makes a DC 22 Dexterity saving throw, taking 10 (3d6) poison damage on a failure.
Innate Spellcasting
The dragons spellcasting ability is Charisma (save DC 19). It can innately cast the following spells, requiring no material components.
- 3/Day Each: Animal Messenger, Tongues, Modify Memory, Scrying
- 1/Day: Mass Suggestion, Telepathic Bond, Glibness
Legendary Resistance (3/Day)
When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn into dry leaves and blow away. If it has no more uses of this ability, its Armor Class is reduced to 19 until it finishes a long rest.
Venomous Resurgence (1/Day)
When the dragon is first bloodied, it immediately recharges its breath weapon, if its not already available. After doing so, it emanates a green gas that extends in a 15-foot radius around it. When a creature enters this area for the first time on a turn or starts its turn there, it makes a DC 22 Constitution saving throw. On a failure, a creature with resistance to poison damage loses it, and a creature without resistance or immunity to poison damage becomes vulnerable to poison damage instead. Either effect lasts until the start of the creatures next turn.
Woodland Stalker
When in a forested area, the dragon has advantage on Stealth checks. Additionally, when it speaks in such a place, it can project its voice such that it seems to come from all around, allowing it to remain hidden while speaking.
Actions
Bite
+15 to hit, reach 15 ft (4.6 m). Hit: 4d10+8 plus 2d8 poison damage.
Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 9 (2d8) poison damage.
Claw
+15 to hit, reach 10 ft (3 m). Hit: 3d8+8 slashing damage.
Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage.
Multiattack
The dragon attacks once with its bite and twice with its claws. In place of its bite attack it can Spit Poison.
Poison Breath
The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area makes a DC 22 Constitution saving throw taking 80 (23d6) poison damage on a failed save or half damage on a success. A creature with immunity to poison damage that fails the save takes no damage but its poison immunity is reduced to resistance for the next hour.
Spit Poison
The dragon targets a creature within 60 feet forcing it to make a DC 22 Dexterity saving throw. The creature takes 22 (4d10) poison damage on a failure or half damage on a success. A creature that fails the save is also poisoned for 1 minute. The creature repeats the saving throw at the end of each of its turns taking 11 (2d10) poison damage on a failure and ending the effect on a success.
Tail
+15 to hit, reach 20 ft (6.1 m). Hit: 3d8+8 bludgeoning damage.
Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage and the dragon pushes the target 10 feet away.
Reactions
Tail Attack
When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
Legendary Actions
Honeyed Words
The dragon uses Honeyed Words.
Roar
Each creature of the dragons choice within 120 feet that can hear it makes a DC 19 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
The dragon can take 3 legendary actions
Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
Wing Attack
The dragon beats its wings. Each creature within 15 feet makes a DC 22 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.
About Great Wyrm Green Dragon
Great Wyrm Green Dragon is a gargantuan dragon with a Challenge Rating of 24. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 21 and possesses 840 hit points (derived from 48d20+336).
Great Wyrm Green Dragon has communication capabilities including Common, Draconic, three more. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Great Wyrm Green Dragon
2 tips available
GM Tips: Using Great Wyrm Green Dragon
When using Great Wyrm Green Dragon in your D&D 5e campaign, consider these tactical approaches:
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Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
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Aquatic Combat: This creature can swim at 40 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.
Player Guide: Facing Great Wyrm Green Dragon
2 strategies available
Player Guide: Facing Great Wyrm Green Dragon
When your party encounters this creature, keep these strategies in mind:
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Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
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Aquatic Combat Defense: This creature can swim at 40 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 24.
High-Level Solo Encounter:
This creature is too powerful for a single level-20 character. You need 3.0 character(s) at maximum level (20) to face this creature.
Experience Point Thresholds:
- Medium: 60,000 XP
- Hard: 90,000 XP
- Deadly: 120,000 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Great Wyrm Green Dragon?
- Great Wyrm Green Dragon has a Challenge Rating of 24, making it appropriate for parties of level 24.0.
- What type of creature is Great Wyrm Green Dragon?
- Great Wyrm Green Dragon is a Gargantuan Dragon, which affects how certain spells and abilities interact with it.
- What languages does Great Wyrm Green Dragon speak?
- Great Wyrm Green Dragon can communicate in Common, Draconic, three more.
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