Free interactive D&D 5e SRD stat block

Young Green Dragon

Large Dragon, CR 8, AC 18, 136 HP. Lawful Evil.

Large Dragon (Chromatic), Lawful Evil

AC
18
Initiative
+4 (14)
HP
136 (16d10+48)
Speed
40 ft., Fly 80 ft., Swim 40 ft.
ScoreModSave
STR 19 +4 +4
DEX 12 +1 +4
CON 17 +3 +3
INT 16 +3 +3
WIS 13 +1 +4
CHA 15 +2 +2
Skills
Deception +5 , Perception +7 , Stealth +4
Immunities
Poison, Poisoned
Senses
Blindsight 30 ft.; Darkvision 120 ft.; Passive Perception 17
Languages
Common, Draconic
CR
8 (XP 3,900; PB +3)

Traits

Amphibious. The dragon can breathe air and water.

Actions

Multiattack. The dragon makes three Rend attacks.

Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6+4) Slashing damage plus 7 (2d6) Poison damage.

Poison Breath (Recharge 5-6). Constitution Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 42 (12d6) Poison damage. Success: Half damage.

How to run Young Green Dragon

A young green dragon runs the encounter from cover and dialogue first, then teeth. Greens are the manipulators of the chromatic line. Even at the young age category they speak Common and Draconic, have Deception +5, and pass Insight checks against most party bluffs without needing to roll. The fight should start with a conversation. The dragon wants something specific (a name, a location, a sworn favor) and will trade safe passage for it. The party that says yes finds out the dragon never agreed to keep the bargain. The party that says no fights anyway, but on worse footing because the dragon has been measuring them for ten minutes.

Open with Poison Breath if it's available. DC 14 Constitution save, 30-foot cone, 12d6 poison on a fail (42 average), half on a success. At CR 8 against a typical level 7 or 8 party, that opener can drop the wizard outright and put the rogue on death saves. Recharge 5-6 brings it back fast, so the party should be looking for cover on round one. Once the breath is spent, switch to Multiattack: three Rend attacks at +7 reach 10 ft., for 11 slashing plus 7 poison per hit. That's 54 average damage on the round, enough to close most front-line PCs in two turns.

Mobility is the lever. Walk 40 ft., fly 80 ft., swim 40 ft., and Amphibious means the dragon can fight in the lake, on the bank, or in the air. If the breath is on cooldown and the party is bunched, the dragon flies up out of melee range and waits for the recharge. If the party splits, it picks off the isolated half. Blindsight 30 ft. and Darkvision 120 ft. mean fog and night don't help the party, and Passive Perception 17 means the rogue's Stealth check needs to be real.

Greens flee when bloodied because they have a hoard to defend and a reputation to maintain. At around 60 HP, the dragon takes off straight up if there's sky available or dives into water if there's not, and the next session is the party hunting it rather than the dragon hunting them. Make sure the dragon got at least one piece of information out of the encounter that it can use against the party later.

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

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