Free interactive D&D 5e SRD stat block

Ancient Green Dragon

Gargantuan Dragon, CR 22, AC 21, 402 HP. Lawful Evil.

Gargantuan Dragon (Chromatic), Lawful Evil

AC
21
Initiative
+15 (25)
HP
402 (23d20+161)
Speed
40 ft., Fly 80 ft., Swim 40 ft.
ScoreModSave
STR 27 +8 +8
DEX 12 +1 +8
CON 25 +7 +7
INT 20 +5 +5
WIS 17 +3 +10
CHA 22 +6 +6
Skills
Deception +13 , Perception +17 , Persuasion +13 , Stealth +8
Immunities
Poison, Poisoned
Senses
Blindsight 60 ft.; Darkvision 120 ft.; Passive Perception 27
Languages
Common, Draconic
CR
22 (XP 41,000; PB +7)

Traits

Amphibious. The dragon can breathe air and water.

Legendary Resistance (4/Day, or 5/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 5 version).

Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8+8) Slashing damage plus 10 (3d6) Poison damage.

Poison Breath (Recharge 5-6). Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 77 (22d6) 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 21):
At Will: Detect Magic, Mind Spike (level 5 version)
1/Day Each: Geas, Modify Memory

Legendary Actions

Ancient 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 5 version).

Noxious Miasma. Constitution Saving Throw: DC 21, each creature in a 30-foot-radius Sphere centered on a point the dragon can see within 90 feet. Failure: 17 (5d6) 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 Ancient Green Dragon

An ancient green dragon is the long-game villain of the chromatic family, and by the time the players know it exists they are already inside its plot. Persuasion +13 and Deception +13 mean this dragon has been running a forest-realm of lieges, druids, and thralls for a century, and most of them think they made their own choices. The fight is the climax of an arc, not a wandering encounter. If the party walks into the lair without first peeling back at least two layers of intrigue, the encounter will feel like ambush rather than reckoning, and that is on the GM.

When combat starts, lead with Poison Breath if it's available. 22d6 poison in a 90-foot cone, DC 22 Con save, average 77 on a fail. Even passed saves drop a caster. Settle into Multiattack for three Rend at +15 (27 average per hit), or replace one Rend with at-will Mind Spike at level 5 to stick a 4d8 damage-over-time tracker on the wizard and reveal that wizard's location for an hour. Geas the cleric mid-fight if you want to make a player cry quietly. Save Modify Memory for after the encounter, on whichever NPC survives.

Legendary actions break the action-economy budget the party planned for. Noxious Miasma drops a 30-foot poison sphere with a -2 AC penalty until the end of the next turn, which sets up the next Multiattack to crit. Pounce gets the dragon out of any pin and back into the air without provoking. Mind Invasion stacks another Mind Spike on the priority target. Spend Legendary Resistance (4/Day, 5 in lair) on the spells that would actually end this: Banishment, Polymorph, Forcecage, Hold Monster.

Ancients do not last-stand for honour. Once Bloodied with Poison Breath spent, the dragon swims to deep water via Amphibious or flies to the canopy and reports back to whichever lieutenant it has cultivated for exactly this scenario. The reckoning is for the next arc, and Modify Memory has already been used on the witness it left behind.

Have the dragon speak Common with the party at least once before the fight. The voice is what they should remember when they hear it again on a captive's tongue.

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

How to use this page

  • Click any number in the stat block — attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills — to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
  • Add your party's AC on the left to see who got hit on each attack.
  • HP and party persist in your browser — share a state with the URL bar.

Run real sessions, not just stat blocks

LorePanic searches every rulebook in milliseconds, transcribes Discord games, and lets an AI agent take notes while you narrate. Free trial, no credit card.

Try LorePanic free →