Adult Emerald Dragon

Called the most chaotic of the dragons, the Green Dragons are very emotional in their way living and are prone to do what they fell like at a whim. Some regard them as the better aligned of the dragon types, their sentimental ways lead many of them to live a life of peace and compassion towards the other races.

But emotions may spin in many ways, for every caring green dragon there is another that embraces the chaos and cruelty.

Green dragons don’t usually enjoy fighting, preferring to play with their pray using illusions, and mental tactics. But when fighting they usually deploy a wild form of battle, quickly moving around the battlefield confusing and distracting their targets.

 **Armor Class:** 19 (Natural Armor)
**Hit Points:** 225 (18d12 + 108)
 STR
 23 (+6)
 **Saving Throws:** DEX +6, CON +10, WIS +7, CHA +11
**Skills:** Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6
**Damage Immunities:** Poison
**Condition Immunities:** Poisoned
**Senses:** Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
**Languages:** Common, Draconic
**Challenge 17** (18,000 XP)

**Unstoppable.** Emerald Dragons are immune to being unwillingly Polymorphed, and to any magical effects that would impair their movement in any way, whether it being from movement reduction, or movement negation.

**Caster Level:** 8th

**Wild Emerald Magic.** The dragon randomly creates three different magical effects, roll a d8, rerolling any duplicates, and resolve the ability from the following magic effects. Unless otherwise stated, each magical effect targets a creature that he can see within 120 feet of him.

**1. Charm.** The targeted creature must succeed on a DC 21 Wisdom saving throw or be charmed by the dragon for 1 hour, or until he harms the creature or one of their allies.
**2. Compulsion.** The targeted creature must succeed on a DC 21 Intelligence saving throw or use their reaction, if available, to move up to their speed toward the closest ally they can see and make one weapon attack against them. Creatures that can’t be charmed are unaffected.
**3. Memory Control.** The targeted creature must make a DC 21 Intelligence saving throw. On a failed save, if the creature has unexpended spell slots, they expend a spell slot of their highest remaining level, with no effect. If they don’t have unexpended spell slots, they instead lose proficiency with a weapon they’re holding or carrying for 1 minute (save ends at end of turn).
**4. Reduce.** The targeted creature must succeed on a DC 21 Wisdom saving throw or have its size halved in all dimensions. This reduction decreases its size by one category for 1 minute.
**5. Giggle.** The dragon chooses a point he can see within 120ft of him. Each creature within 20ft of the point must succeed on a DC 21 Wisdom saving throw or begin giggling until the start of its next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.
**6. Random Lights.** The dragon chooses a point he can see within 120ft of him. Each creature within 20ft of the point must succeed on a DC 21 Dexterity saving throw or be blinded by random lights until the start of its next turn.
**7. Explosion.** The dragon chooses a point he can see within 120 feet of him. Each creature within 10 feet of the point must make a DC 21 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one.
**8. Necrosis Beam.** The targeted creature must succeed on a DC 21 Constitution saving throw or immediately take 55 (10d10) necrotic damage and lose 7 (2d6) hit points at the start of each of their turns. If this effect reduces a target’s hit points to 0, they die. The effect ends if the dragon dies or can’t see the target. This magical effect can’t be used again while this effect persists.

**Action 1:** **Unleash chaos.** The dragon unleashes a wave of great wild magic at once in a 30ft radius around the dragon. Each creature in the area must make a save against two random eye effects from the **Wild Emerald Magic** (reroll duplicates for each target). If the effect usually affects an area, it instead only affects individual creatures.

**Action 2: Where did he go?.** The dragon turns invisible until the end of his next turn and teleports up to 120 feet to an unoccupied space he can see.

**Action 3: Dominate Person (5th Level Spell).** The dragon chooses a creature within 60ft, the creature must succeed on a DC 21 Wisdom saving throw or be charmed by the dragon for the duration.
While the target is charmed, the dragon can mentally issue commands to the creature, which it does its best to obey. The dragon can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from the dragon, it defends and preserves itself to the best of its ability.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.