Young Green Dragon

The most cunning and treacherous of true dragons, green dragons are master manipulators who revel in corrupting lesser creatures and hoarding them like possessions.

A green dragon is recognized by the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull.

### **A Green Dragon’s Lair**

The forest-loving green dragons sometimes compete for territory with black dragons in marshy woods and with white dragons in subarctic taiga. However, a forest controlled by a green dragon is easy to spot. A perpetual fog hangs in the air in a legendary green dragon’s wood, carrying an acrid whiff of the creature’s poison breath. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast, and every sound seems muffled.

At the center of its forest, a green dragon chooses a cave in a sheer cliff or hillside for its lair, preferring an entrance hidden from prying eyes. Some seek out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation.

#### **Lair Actions**

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects. The dragon can’t use the same effect two rounds in a row:

* Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 ft. of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 STR saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 STR check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.
* A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 ft. of the dragon. The wall is up to 60 ft. long, 10 ft. high, and 5 ft. thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 DEX saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 ft. out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 ft. a creature travels through the wall, it must spend 4 ft. of movement. Furthermore, a creature in the wall’s space must make a DC 15 DEX saving throw once each round it’s in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 HP, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.
* Magical fog billows around one creature the dragon can see within 120 ft. of it. The creature must succeed on a DC 15 WIS saving throw or be charmed by the dragon until initiative count 20 on the next round.

#### **Regional Effects**

The region containing a legendary brass dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

* Thickets form labyrinthine passages within 1 mile of the dragon’s lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 ft. a creature moves costing it 4 ft. of movement. A creature in the thickets must make a DC 15 DEX saving throw once each round it’s in contact with the thickets or take 3 (1d6) piercing damage from thorns. Each 10-foot-cube of thickets has AC 5, 30 HP, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage.
* Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon’s path.
* Rodents and birds within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.

If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their thorns.

## Behaviour and Tactics

Green dragons use misdirection and trickery to get the upper hand against their enemies. Green dragons expel a cone of corrosive chlorine gas.