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Adult Green DragonCreature 12


LEHugeAmphibiousDragon
Source Pathfinder Bestiary
Perception +22 (darkvision, scent (imprecise) 60 feet)
Languages Common, Draconic, Elven, Sylvan
Skills Acrobatics +19, Arcana +22, Athletics +24, Deception +19, Diplomacy +23, Intimidation +23, Nature +20, Occultism +24, Society +22, Stealth +21
Str +6, Dex +3, Con +3, Int +4, Wis +4, Cha +5

AC 34; Fort +20; Reflex +22; Will +23; +1 status to all saves vs. magic
HP 215
Speed 40 feet (fly 160 feet, swim 40 feet)
Immunities paralyzed, poison, sleep

Jaws One Action +26 (+21, +16) to hit (magical, poison, reach 15) 3d4 Poison + 3d10+12 Piercing
Claw One Action +26 (+22, +18) to hit (agile, magical, reach 10) 3d8+12 Slashing
Tail One Action +24 (+19, +14) to hit (magical, reach 20) 3d8+10 Bludgeoning
Horn One Action +24 (+19, +14) to hit (magical, reach 15) 2d8+10 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent (Imprecise) 60 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

+1 Status to All Saves vs. MagicFrightful Presence (aura, emotion, fear, mental)

90 feet Aura DC 31 will


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.

Twisting Tail Reaction

Trigger A 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.

Breath Weapon Two Actions (arcane, evocation, poison)

The dragon breathes a toxic cloud that deals 13d6 poison damage in a 50-foot cone (DC 31 basic fortitude save).

It can't use Breath Weapon again for 1d4 rounds.

Draconic Frenzy Two Actions

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.

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.


Arcane Innate Spells (DC 32, +24 to hit)

1st Level: Charm (At Will)
2nd Level: Entangle
4th Level: Suggestion


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.


While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty-be it by claw, tooth, or breath-and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.