Ancient Forest Dragon
"I know the forest like the back of my hand. I wouldn't have missed a dragon."
Gerace Luknor, forest gnome.
Solitary, territorial creatures, forest dragons are protectors and preservers of nature. They will adopt a forest as their home and then fiercely defend its sanctity, with some of the oldest dragons having domains covering thousands of square miles of woodland.
Metal Core. Despite their green appearance, forest dragons are part of the metallic dragon family. Their green colour is produced by a unique moss that grows on their iron-coloured scales. Their head and claws are proportionally much larger to their body than those of other dragons, serving to make their furious onslaught all the more terrifying.
Most accounts of forest dragons encounters arise from cases of mistaken identity. Overzealous dragon hunters or adventurers come to believe there is a chromatic dragon in the area, they go searching and through their clumsy mistreatment of its domain, invoke the ire of the resident forest dragon. Ot is for this reason that most forest dragons are mistrustful until satisfied any traveller has no ill intent.
Cautious but Fair. Forest dragons are elusive, and will avoid sentient creatures unless they are threatening the forest or its inhabitants. Though protective, forest dragons are aware of the role the forest plays in local ecosystems, and have been known to be negotiated and coexisted with, in return for knowledge, treasure, and most of all, respect for nature.
One such case of this is the uneasy relationship between forest dragons and the fey. Though they are present in most woodland areas, and respect the land, they have a habit of hunting in excess, or for sport. As such, the forest dragons will abide their presence, however should the fey overstep, the dragon will ensure repercussions.
Legendary Leviathans. The few sages who are even aware of the forest dragon classify it as one of the smaller species of true dragon, though druids of the deepest woods speak in hushed tones of truly gigantic, truly ancient examples of this creature, beings that are too wise, and too powerful to ever be glimpsed by civilised eyes.
A Forest Dragon's Lair
When a forest dragon picks a forest to become its home, it will carefully choose an area within its dominion to become its lair. Its lair will often include a large cave or hollow, though the preferred home for forest dragons are cool, moss-filled caverns behind waterfalls, and luscious emerald groves, abundant in flowers.
Lair Actions
On initiative count 20 (losing all initiative ties), the dragon can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.
- The plants of the forest attempt to grapple a creature. One creature of the dragon's choice must succeed on a DC 15 Dexterity saving throw or be grappled (Escape DC 15).
- The plants of the forest release spores and pollen into the air. Each creature in a 15-foot cube must succeed on a DC 15 Constitution saving throw or spend its action next turn doing nothing but sneezing uncontrollably. A creature that fails its saving throw by 5 or more is also blinded until the end of its next turn as its eyes stream with tears.
- The dragon lets forth a call and the animals of the forest stampede through the area. Each creature in a 60-foot long, 30-foot wide area must make a DC 15 Dexterity saving throw, taking 33 (6d10) bludgeoning damage on a failed save, or half as much damage on a success. A creature that fails its saving throw by 5 or more is also knocked prone.
Regional Effects
The region containing a forest dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- Any creature the dragon perceives as an enemy takes twice as long to traverse the forest, as the forest reshapes itself in an effort to cause the interlopers to become lost.
- The forest is unusually lush and verdant, and plants within it grow twice as fast. Any fruit or vegetables harvested within the forest are especially flavoursome.
- The plants of the forest remain green all year round, and the climate within the forest is always temperate.
- The dragon can choose to have the forest reclaim any building or structure made within it. This process causes a building or structure to become uninhabitable or unusable in 24 hours. A dragon that has been wronged or offended may have the forest reclaim buildings and structures that are outside the forest borders.
Ancient Forest Dragon
Gargantuan dragon, neutral good
- Armor Class 19 (natural armour)
- Hit Points 319 (22d20 + 132)
- Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 25 (+7) 14 (+2) 23 (+6) 15 (+2) 19 (+4) 18 (+4)
- Saving Throws Dex +9, Con +13, Wis +11, Cha +11
- Skills Animal Handling +11, Nature +16, Perception +18, Stealth +9, Survival +11
- Damage Resistances poison
- Condition Immunities poisoned
- Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 23
- Languages Common, Draconic, Sylvan
- Challenge 24 (62,000 XP)
Forest Camouflage. The dragon has advantage on Dexterity (Stealth) checks made to hide in forest terrain.
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 19). It can innately cast the following spells, requiring no material or somatic components:
At will: commune with nature, speak with animals,
speak with plantsLegendary Resistance Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) piercing damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Breath of the Forest (Recharge 6). The dragon exhales its verdant breath in a 90-foot cone. All normal plants in the area grow thick and overgrown and the area becomes difficult terrain, and each creature in that area must make a DC 21 Dexterity saving throw. On a failed save, a creature takes 52 (15d6) slashing damage and is grappled (escape DC 21). While grappled this way, a creature is also restrained, and takes 17 (5d6) piercing damage at the start of each of its turns. On a successful save, a creature takes half as much damage and isn't grappled.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Invisibility (1/Day). The dragon becomes invisible for 1 hour, or until it attacks.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Flee. (Costs 3 Actions) The dragon uses Invisibility, then moves up to its speed without provoking opportunity attacks.
Artwork: "Green Dragon" by sandara and "Young Forest Dragon" by BenWootten