(Chromatic) Green

Scales the color of emeralds armor this ferocious dragon. A single sharp horn protrudes from the end of its toothy snout.

Green Dragon

LE dragon (air)


CR 4; Size Small; Hit Dice 5d12
Speed 40 ft., swim 40 ft.
Natural Armor +4; Breath Weapon cone, 2d6 acid
Str 13, Dex 14, Con 13, Int 10, Wis 11, Cha 10


Awaken Treants (Su)

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.

Camouflage (Ex)

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.

Miasma (Su)

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.

Spell-Like Abilities (Sp)

A green dragon gains the following spell-like abilities, usable at will upon reaching the listed age category.

Trackless Step (Ex)

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.

Water Breathing (Ex)

A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Woodland Stride (Ex)

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.

Age Category Special Abilities Caster Level
Wyrmling Immunity to acid, water breathing
Very young Woodland stride
Young Entangle
Juvenile Frightful presence, charm person 1st
Young adult DR 5/magic, spell resistance 3rd
Adult Trackless step, suggestion 5th
Mature adult DR 10/magic 7th
Old Camouflage, plant growth 9th
Very old DR 15/magic 11th
Ancient Miasma, dominate person 13th
Wyrm DR 20/magic 15th
Great wyrm Awaken treants, command plants 17th


Environment temperate forests
Organization solitary
Treasure triple

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.

Variant: Jungle Dragon (Green)


A jungle dragon is a green dragon hailing from a steaming, equatorial jungle.

A jungle dragon uses all of the statistics of a standard green dragon except as noted below.

  • Defensive Abilities: A jungle dragon gains resistance to fire 10.
  • Immune: A jungle dragon is immune to disease.
  • Special Abilities: A jungle dragon loses the water breathing special ability, but gains the insidious breath and juju fever abilities described below. Append “plus juju fever” to the damage dealt by the jungle dragon’s breath weapon.

Insidious Breath (Su)

Each time the jungle dragon uses its breath weapon (or the miasma ability), it may choose to have the current use of that ability deal nonlethal damage instead of lethal damage. Creatures taking nonlethal damage from this ability are still exposed to juju fever, as described below.

Juju Fever (Su)

Diseasebreath weapon or miasma; save: Fort, same DC as the jungle dragon’s breath weapon; onset: 1 day; frequency: 1/day; effect: 1 point of Con damage and 1 point of Wis damage per age category; cure: 3 consecutive saves. Anyone who dies from juju fever rises as a fast zombie at the next midnight. A humanoid that becomes a fast zombie in this manner has an Intelligence score of 1 instead of a null Intelligence score. It can be affected by mind-affecting effects as if it were a living humanoid instead of an undead creature; this is an exception to the fast zombie’s normal undead immunities.

Environment: Change to warm jungles.

Variant: Petrified Dragon (Green)


A petrified dragon is a green dragon whose flesh has turned to animate stone.

A petrified dragon uses all of the statistics of a standard green dragon except as noted below.

  • CR: A petrified dragon’s CR increases by +1.
  • Type: A petrified dragon loses the air subtype but gains the earth subtype and the elemental subtype.
  • DR: A petrified dragon’s damage reduction is overcome by adamantine instead of magic.
  • Immune: A petrified dragon has elemental traits, and is immune to petrification.
  • Special Abilities: In addition to its other special abilities, a petrified dragon gains the ability to turn creatures to stone with its breath, as described below.

Petrifying Breath (Su)

A creature caught in the area of a petrified dragon’s breath weapon must succeed on a Fortitude save against the DC of the breath weapon or become slowed (as per the spell) for 1 minute. If the creature is already slowed, it instead permanently turns to stone. A creature turned to stone in this manner gains immunity to acid for as long as it remains petrified. This ability is a petrification effect that resolves before the petrified dragon rolls damage for its breath weapon and before affected creatures roll Reflex saves to reduce that breath weapon damage by half.

Variant: Root-Gnawing Dragon (Green)


A root-gnawing dragon is a green dragon that dreams of chewing through the fabric of reality.

A root-gnawing dragon uses all of the statistics of a standard green dragon except as noted below.

  • Special Abilities: A root-gnawing dragon doesn’t gain the awaken treants, camouflage, and trackless step abilities, nor does it gain any of a green dragon’s normal spell-like abilities. Instead, a root-gnawing dragon gains the following special abilities.

Longtooth (Ex)

An adult or older root-gnawing dragon gains Vital Strike as a bonus feat when attacking with its bite. An old or older root-gnawing dragon gains Improved Vital Strike as a bonus feat when attacking with its bite. An ancient or older rootgnawing dragon gains Greater Vital Strike as a bonus feat when attacking with its bite. The dragon’s other attacks are unaffected.

Roots of the World (Su)

As a standard action once per day, a great wyrm root-gnawing dragon can chew through the fabric of reality itself. This functions as a gate spell used for planar travel (CL equals the dragon’s HD). If a root-gnawing dragon loses the ability to make bite attacks, it cannot use this roots of the world ability for as long as the dragon is unable to make bite attacks.

Spell-Like Abilities (Sp)

A root-gnawing wyrm gains the following spell-like abilities, usable at will (unless otherwise indicated) upon reaching the listed age category. Youngsummon swarm; Juvenile—warp wood; Adultblight; Old—diminish plants; Ancient—insect plague; Great wyrm—earthquake (3/day).

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