1. Races

Adult Emerald Dragon

Huge Dragon (Gem), typically Lawful Neutral
AC 18 (natural armor)
Initiative +1 (11)
HP 207 (18d12 + 90)
Speed 40 ft., Burrow 30 ft., Fly 80 ft.
mod
save
mod
save
mod
save
Str
23
+6
+6
Dex
12
+1
+6
Con
21
+5
+10
Int
18
+4
+4
Wis
16
+3
+8
Cha
18
+4
+9
Skills Arcana +9Deception +9Perception +13Stealth +6
Resistances Fire, Psychic
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic, telepathy 120 ft.
CR 14 (XP 11,500, or 13,000 in lair; PB +5) 

Traits

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

Shift Perception (1/Day). The dragon can cast hallucinatory terrain, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17).

Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 15-foot-diameter tunnel in its wake.

Actions

Multiattack. The dragon makes one Bite attack and two Claw attacks.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) psychic damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.

Disorienting Breath (Recharge 5–6). The dragon exhales a wave of psychic dissonance in a 60-foot cone. Each creature in that area must make a DC 18 Intelligence saving throw. On a failed save, the creature takes 42 (12d6) psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d6 and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects.

Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):

Bonus Actions

Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.

Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature's turn, The dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.

  • Claw. The dragon makes one Claw attack.

  • Psionics (Costs 2 Actions). The dragon uses Psychic Step or Spellcasting.

  • Emerald Embers (Costs 3 Actions). The dragon creates a dancing mote of green flame around a creature it can see within 60 feet of it. The target must succeed on a DC 17 Dexterity saving throw or take 31 (9d6) fire damage.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row:

  • Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature.

  • Distort Perceptions. The dragon attempts to alter the perceptions of one creature it can see within its lair. That creature must succeed on a DC 15 Intelligence saving throw or take 22 (4d10) psychic damage and have disadvantage on saving throws until the start of its next turn.

  • Vanish. The dragon becomes invisible until initiative count 20 on the next round.

Regional Effects

The region surrounding a legendary emerald dragon's lair is altered by the dragon's magic, creating one or more of the following effects:

  • Crystal Profusion. Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of emerald gemstones.

  • Fiery Sight. Fire and lava within 6 miles of the lair become conduits for the dragon's psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any area of fire or lava in that region.

  • Subtle Obstruction. Rocks within 6 miles of the dragon's lair sometimes move of their own accord, usually when no one is watching. Often the rocks obstruct the approach to the emerald dragon's lair, with boulders moving to block narrow defiles, way-markers tumbling off the path, or smaller stones shifting beneath travelers' feet to send them tumbling down slopes or into rivers.

  • Thriving Wildlife. Giant lizards are attracted to the area within 6 miles of the lair and settle there in large numbers.

If the dragon dies, the population of giant lizards near the lair returns to normal levels over the course of 1d10 days. Rocks immediately stop moving of their own accord. The existing abundance of crystals and emeralds remains, but new ones form at a normal rate.

Customizing DragonsFTD p33[–]

You can customize any dragon's stat block to reflect the dragon's unique character. Minor changes such as those below are easy to make and have no impact on a dragon's challenge rating.

Languages. Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn additional languages. You can add languages to a dragon's stat block.

Skills. Most dragons are proficient in the Perception and Stealth skills, and many dragons have additional skill proficiencies. As with languages, you can customize a dragon's skill list (even doubling their proficiency bonus with certain skills) to reflect particular interests and activities. You can also give a dragon tool proficiencies, particularly if the dragon spends time in Humanoid form.

Other Traits and Actions. You can borrow traits and actions from other monsters to add unique flavor to a dragon. Consider these examples:

  • Change Shape. You can decide that a dragon acquires this action at a younger age than usual, particularly if you want to feature a dragon in Humanoid form in your campaign:The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

  • Flyby. The dragon is an agile flier, quick to fly out of enemies' reach.The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

  • Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon.The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 17 Wisdom (Insight) check.

  • Rejuvenation. You might decide that dragons in your campaign, being an essential part of the Material Plane, are nearly impossible to destroy. A dragon's life essence might be preserved in the egg from which it first emerged, in its hoard, or in a cavernous hall at the center of the world, just as a lich's essence is hidden in a phylactery.If it has an essence-preserving object, a destroyed dragon gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the object.

  • Special Senses. Most dragons have blindsight and darkvision. You might upgrade blindsight to truesight, or you could give a dragon with a burrowing speed tremorsense.

  • Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a tunnel in its wake.

Source: FTD, page 196.