AC 18 (natural armor)
HP 241 (23d12 + 92; 120)
Speed 40 ft., burrow 30 ft., fly 60 ft.
Proficiency +6; Maneuver DC 20
Saving Throws Con +10, Int +12, Wis +7, Cha +10
Skills Deception +10, History +12, Perception +7, Stealth +12
Damage Resistances psychic, thunder
Senses darkvision 120 ft., passive Perception 17
Languages Common, Deep Speech, Draconic, Undercommon, telepathy 120 ft.
Legendary Resistance (3/Day). When the dragon fails a , it can choose to succeed instead. When it does, its eyes flash red as it goes into a fit of rage. Until the end of its next turn, it makes melee attacks against the creature that triggered the saving throw with and with against all other creatures.
Psionic Powers. The dragon’s psionic abilities are considered both magical and psionic.
Far Thoughts. The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action.
Innate Spellcasting. The dragon’s spellcasting ability is Charisma (save DC 18). It can innately cast the following spells, requiring no material components.
3/day each: , , ,
Multiattack. The dragon attacks once with its bite and twice with its claws. In place of its bite, it can use Psionic Wave.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 4 (1d8) thunder damage.
Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage.
Psionic Wave. The dragon psionically emits a wave of crushing mental pressure. Each creature within 20 feet makes a DC 18 Wisdom , taking 16 (3d10) psychic damage on a failed save or half damage on a success. creatures make this saving throw with .
Maddening Breath (Recharge 5–6). The dragon screams, stripping flesh from bones and reason from minds in a 60-foot cone. Each creature in that area makes a DC 18 Constitution , taking 71 (13d10) thunder damage on a failed save or half damage on a success. Creatures that fail this saving throw by 10 or more are also psionically until the end of their next turn.
Spiteful Retort (While Bloodied). When a creature the dragon can see damages the dragon, the dragon lashes out with a psionic screech. The attacker makes a DC 15 Wisdom , taking 18 (4d8) thunder damage on a failed save or half damage on a success. creatures make this saving throw with .
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. It regains spent legendary actions at the start of its turn.
Paranoid Ranting. The dragon psionically rants nonsense at a creature that can hear it within 60 feet. The target makes a DC 15 Wisdom . On a failed save, the creature gains a randomly determined short-term mental stress effect or madness.
Pandorum (Costs 2 Actions). The dragon psionically targets one creature within 60 feet. The target makes a DC 15 Wisdom , becoming on a failure. While confused in this way, the target regards their allies as traitorous enemies. When rolling to determine its actions, treat a roll of 1 to 4 as a result of 8. The target repeats the saving throw at the end of each of its turns, ending the effect on a success.
Psionic Wave (Costs 2 Actions). The dragon makes a psionic wave attack.
Maddening Harmonics (1/Day). Each creature of the dragon’s choice that can hear within 90 feet makes a DC 15 Wisdom . On a failure, a creature becomes psionically for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
While individual dragons have their own personalities and tactics, most rely heavily on their breath weapons. They use them whenever they can, preferably from maximum distance and while flying above their enemies.
When fighting in the open, dragons often circle above their enemies as they wait for their breath weapons to recharge. They only close to melee if their enemies deal significant damage with ranged attacks, or if they can savage an enemy cut off from its allies. Once, dragons become more aggressive, attacking with bite and claws when their breath weapons aren’t available.
If a dragon is protecting its lair, it utilizes lair features, traps, allies, and architecture such as escape tunnels to keep up a hit-and-run fight, reappearing only when it has a fully-recharged breath weapon. If the dragon is forced into melee combat, it uses its bite and claws against a single foe. If it has legendary actions like Roar and Wing Attack, it uses them to disperse its other enemies.
If reduced to less than one-fourth its hit points while fighting in the open, a dragon flies away. However, it fights to the death to defend its lair, unless it can regain the upper hand through tricks or bargains.
Emerald Dragon Lair Features
The save DC for the following effects is 13 + the dragon’s proficiency bonus. Choose or roll one or more of the following lair features:
1 The dragon employs previous interlopers as maddened battle fodder. Once per day when the dragon would use Pandorum, it may summon 3 instead. Creatures summoned in this way fight until killed or until the dragon dismisses them as a bonus action.
2 A trick of acoustics allows the dragon’s mad rants to echo endlessly. The first time each day a creature other than the dragon enters the lair, it makes a against the lair’s DC, gaining a point of Strife on a failure.
3 The dragon’s lair is a mad, incomprehensible design filled with dead ends, secret passages, and optical illusions. Whenever the dragon ends its turn out of sight of other creatures, it can Hide as a bonus action.
4 The lair contains 1d4 trapped doors, treasure chests, or levers. A creature that interacts with one is attacked by blades or scythes (the equivalent of the dragon’s claw attack).
Clutchheart, Invictus, Kafabu, Smaragdus, Vanadius, Wroth
Legends and Lore
With an Arcana or History check, characters can learn the following:
DC 15 Paranoia consumes an emerald dragon’s every waking moment. They view even their closest allies with suspicion. Its breath weapon is composed of both psychic energy and telekinetic force.
DC 20 An emerald dragon’s mad ravings are enough to weaken the will of even the most steadfast hero.
Emerald dragons claim their kind once ruled the world—a loss the dragons still bemoan, despite the fact the claim has no historical merit. The plots of emerald dragons revolve around revenge directed at anyone the dragon believes to have slighted it. Gaining an audience with an emerald dragon is a herculean task, one often rewarded by death from the dragon’s ear-splitting screams.
Revenge Cults. Emerald dragons form alliances based on the principle that the enemy of their enemy is their friend. They seek out those who share their animosity, working from the shadows to undermine their mutual foes. Many tyrants have found themselves undone by sedition and revolt, completely unaware their downfall was caused by an innocuous action decades in the past that drew an emerald dragon’s ire.
Maddening Spite. Anyone who spends time in an emerald dragon’s lair feels increasingly anxious, and not just because of the many carefully hidden traps. Innocent acts may be perceived as preambles of betrayal, while true offenses are considered declarations of war. This sense of paranoia is not simply imagined. An emerald dragon’s delusions resonate throughout its lair and take root in nearby minds, filling them with a single, persistent thought: they are out to get you, and you should get them first.
1 Ranting about those who have done it ill; demands trespassers justify themselves or die
2 Looking for allies against one of its powerful enemies; will bribe and cajole travelers
3 In hibernation, spying on its enemies; if disturbed, it wakes up angry
4 Spies on travelers and communicates with them telepathically, trying to lead them into danger
1 A shiny green scale
2 The air hums with a low, barely-audible tone
3 Local humanoids are convinced you mean them harm
4 Local humanoids lead you into danger
Of all the gem dragons, emerald dragons make their lairs the closest to civilization. If they feel the risk is low, they may even take up residence in old dungeons or sewer systems to be close to their “rightful place in the sun.”
CR 3–4 with 3 or 4 , , or
Treasure 200 gp, 500 sp, 8 quartz gemstones (10 gp each), machinery that can start an earthquake if misused, ,
Treasure 1,000 gp stamped with the dragon’s portrait, 20 pieces of cheap jewelry (25 gp each), 3
CR 11–16 with 2 , , or
Treasure 3,000 gp, 3 spinel gemstones (500 gp each), amber-studded gold orb (750 gp), letter promising the dragon aid from a powerful source, 2 ,
Treasure 5,000 gp,10 emeralds (1,000 gp each), purple worm poison (2,000 gp), dozens of vials of blood each marked with a name, 3 , ,
CR 23–30 ; with (see ), (see ), or
Treasure 30,000 gp, 30 rare and ancient books (500 gp each), , (longsword),
CR 31+ with 2 , , or
Treasure 5,000 pp, 30,000 gp, 7 emeralds (1,000 gp each), necklace of emerald dragon scales each adorned with an emerald (25,000 gp), emerald dragon egg (25,000 gp), of and , ,
Dragons include red and gold dragons, which are huge reptilian fire-breathers that number among the world’s most dangerous monsters. This type includes, which breathe killing frost, as well as smaller reptilian creatures related to true dragons, such as .