Free interactive D&D 5e SRD stat block

Adult Green Dragon

Huge Dragon, CR 15, AC 19, 207 HP. Lawful Evil.

Huge Dragon (Chromatic), Lawful Evil

AC
19
Initiative
+11 (21)
HP
207 (18d12+90)
Speed
40 ft., Fly 80 ft., Swim 40 ft.
ScoreModSave
STR 23 +6 +6
DEX 12 +1 +6
CON 21 +5 +5
INT 18 +4 +4
WIS 15 +2 +7
CHA 18 +4 +4
Skills
Deception +9 , Perception +12 , Persuasion +9 , Stealth +6
Immunities
Poison, Poisoned
Senses
Blindsight 60 ft.; Darkvision 120 ft.; Passive Perception 22
Languages
Common, Draconic
CR
15 (XP 13,000; PB +5)

Traits

Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 3 version).

Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 15 (2d8+6) Slashing damage plus 7 (2d6) Poison damage.

Poison Breath (Recharge 5-6). Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 56 (16d6) Poison damage. Success: Half damage.

Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):
At Will: Detect Magic, Mind Spike (level 3 version)
1/Day: Geas

Legendary Actions

Adult Green Dragon can take 3 Legendary Actions per round, regaining all uses at the start of its turn.

Mind Invasion. The dragon uses Spellcasting to cast Mind Spike (level 3 version).

Noxious Miasma. Constitution Saving Throw: DC 17, each creature in a 20-foot-radius Sphere centered on a point the dragon can see within 90 feet. Failure: 7 (2d6) Poison damage, and the target takes a -2 penalty to AC until the end of its next turn. Failure or Success: The dragon can't take this action again until the start of its next turn.

Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.

How to run Adult Green Dragon

An adult green dragon is the manipulator of the chromatic family, and the encounter should start before the party knows the dragon exists. With Deception +9 and Persuasion +9, an adult green can run a polite barony for years from inside a hollowed-out forest hill. By the time the players figure out who they've been talking to, half their NPCs are already on a Geas. The fight, when it happens, is the second act, not the first.

When swords are drawn, lead with Poison Breath if it's available. 16d6 poison in a 60-foot cone, DC 18 Con save, average 56 damage on a fail. Even on saves the casters bleed. Then settle into Multiattack for three Rend at +11 (22 average each), or replace one Rend with at-will Mind Spike to stick a damage-over-time tracker on the wizard who keeps Counterspelling you. Mind Spike at level 3 also reveals the target's location for an hour, which matters if anyone tries to teleport away.

Legendary actions are where this dragon teaches a hard lesson about action economy. Noxious Miasma drops a 20-foot poison sphere with DC 17 Con and a -2 AC penalty for a round, which sets up the next Multiattack. Pounce gets you out of a melee pin without provoking, and Mind Invasion stacks another Mind Spike on the priority target. Spend Legendary Resistance (3/Day) on whatever spell would actually end the fight: Banishment, Hold Monster, Polymorph. The dragon is intelligent enough to know which is which.

Greens do not last-stand for honour. Once Bloodied with Poison Breath spent, fly to swim speed in the nearest river and use Amphibious to disappear underwater. Geas any prisoner the party rescued to report back monthly. The reckoning is for next session, not this one.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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