Scales the color of emeralds armor this ferocious dragon. A single sharp horn protrudes from the end of its toothy snout.
Great Wyrm Green Dragon CR 20
Speed 40 ft., fly 250 ft. (clumsy), swim 40 ft.
Melee bite +33 (4d8+21/19-20), 2 claws +33 (4d6+14/19-20), 2 wings +31 (2d8+7), tail slap +31 (4d6+21)
Space 30 ft.; Reach 20 ft. (30 ft. with bite)
Special Attacks awaken treants, breath weapon (70-ft. cone, DC 31, 24d6 acid), crush (Large creatures, DC 31, 4d8+21), miasma, tail sweep (Medium creatures, DC 31, 2d8+21)
Spell-Like Abilities (CL 27th; concentration +33)
Spells Known (CL 17th; concentration +23)
7th (6/day)— plane shift, prismatic spray, summon monster VII
6th (7/day)— acid fog, disintegrate (DC 22), true seeing
5th (7/day)— baleful polymorph (DC 21), polymorph, summon monster V, teleport
4th (7/day)— dimension door, ice storm, scrying (DC 20), stoneskin
3rd (7/day)— dispel magic, displacement, fireball (DC 19), haste
2nd (8/day)— alter self, detect thoughts (DC 18), locate object, mirror image, see invisibility
1st (8/day)— magic missile, shield, silent image (DC 17), summon monster I, ventriloquism (DC 17)
0 (at will)— acid splash, bleed, dancing lights, detect magic, ghost sound, mage hand, message, resistance, prestidigitation
Str 39, Dex 6, Con 27, Int 22, Wis 23, Cha 22
Base Atk +27; CMB +49 (+51 sunder); CMD 57 (59 vs. sunder, 61 vs. trip)
Feats Alertness, Bleeding Critical, Cleave, Critical Focus, Flyby Attack, Great Cleave, Improved Critical (bite), Improved Critical (claws), Improved Initiative, Improved Sunder, Iron Will, Multiattack, Power Attack, Wingover
Skills Fly +12, Intimidate +36, Knowledge (arcane) +36, Knowledge (local) +36, Knowledge (nature) +36, Knowledge (planes) +36, Perception +40, Spellcraft +36, Stealth +12, Survival +36, Swim +52, Use Magic Device +36; Racial Modifiers +8 Swim
Languages Abyssal, Auran, Common, Draconic, Elven, Giant, Sylvan
SQ camouflage, trackless step, water breathing, woodland stride
A great wyrm dragon can call on the forest itself to aid it, animating a number of trees to serve as treants to protect it. These treants can be called from any Huge or larger living tree. A green dragon can create a single treant as a standard action, up to a total of 4 treants per day. These treants remain animated for up to 1 hour, at which time they revert to being ordinary trees.
An old or older green dragon can use Stealth to hide in any sort of natural terrain, even if the terrain does not grant cover or concealment.
An ancient or older green dragon can use its breath weapon to create a cloud of acid as a standard action that deals damage to any creature inside it. The cloud moves with the dragon and has a radius of 20 feet. When it’s created, anyone inside this area takes an amount of damage equal to half the dragon’s breath weapon, with a Reflex save for half damage. The number of damage dice rolled is halved each round until the result would be less than 1d6. Any creature that starts its turn inside the cloud takes damage, but can make a Reflex save for half. A strong wind, such as that created by a gust of wind, disperses the cloud in 1 round.
An adult or older green dragon does not leave a trail in natural surroundings and cannot be tracked. A green dragon can choose to leave a trail, if it so desires.
A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
A very young or older green dragon can move through any sort of foliage at full speed without taking damage or suffering impairment. Areas of foliage that have been magically manipulated affect it normally.
Environment temperate forests
Green dragons dwell in the ancient forests of the world, prowling under towering canopies in search of prey. Of all the chromatic dragons, green dragons are perhaps the easiest to deal with diplomatically.