b'Dragon, Wildwood Dragon \n'b'  Family:   Dragons  \n'b'  Gargantuan   dragon ,  lawful evil  \n'b'  Armor Class  20 (natural armor)  Hit Points  512 (25d20 + 250)  Speed  40 ft., fly 250 ft., swim 40 ft.\n'b' STATS STR: 30 (+10) DEX:  8 (-1)  CON:  30 (+10)  INT:  20 (+5)  WIS:  17 (+3)  CHA:  19 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saves   Dex  +7,  Con  +18,  Wis  +11,  Cha  +12  Skills   Deception  +11,  Insight  +11,  Perception  +11,  Persuasion  +12,  Stealth  +7,  Survival  +11  Damage Resistances  bludgeoning, piercing and slashing from nonmagical attacks  Damage Immunities  acid, poison  Condition Immunities   poisoned   Senses  blindsight 60 ft.,  darkvision  120 ft., greensight 60 ft., passive  Perception  27  Languages  Common, Draconic  Challenge  25 (75,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Amphibious . The dragon can breathe air and water. \n'b'  Deepwood Deceiver . In forest terrain, enemies of the wildwood dragon have disadvantage on saving throws against its  dream  spell and on  Intelligence  ( Investigation ) checks to discover its  hallucinatory terrain . \n'b'  Forestmaster . The dragon is fully at home in forests (or jungles, at the GM\xe2\x80\x99s option) and gains advantage on  initiative  rolls and  Wisdom  ( Perception ),  Dexterity  ( Stealth ), and  Wisdom  ( Survival ) checks. \n'b'  Greensight . The wildwood dragon can see through plant matter of any kind that provides up to \xc2\xbe  cover  to a range of 60 feet. Creatures do not benefit from \xc2\xbe  cover  or less from the green dragon\xe2\x80\x99s attacks and do not benefit from any kind of concealment or stealth effect short of  invisibility  in forest (or jungle) terrain. \n'b'  Innate Spellcasting : The dragon\xe2\x80\x99s innate spellcasting ability is  Intelligence  (+13, Dc 21). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  Constant :  freedom of movement  \n'b'  At will :  blight ,  pass without trace ,  plant growth  \n'b'  3/day each :  entangle ,  plant growth ,  scrying  (within forest terrain only) \n'b'  1/day each :  commune with nature ,  dominate beast ,  dream ,  hallucinatory terrain ,  transport via plants  \n'b'\n'b'  Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b'  Legendary Surge (3/Day) . Anytime the dragon rolls a 1d20 it may choose to add 1d12 to the roll including after the roll is made. It must accept the modified roll and it can only use this ability once per roll (though it can use it multiple times per round). \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The dragon can use its Frightful Presence. It then makes three attacks, one with its bite and two with its claws. It loses a claw  attack  for each  grappled  opponent. \n'b'  Bite .  Melee Weapon Attack : +17 to hit, reach 15 ft., one target.  Hit : 21 (2d10 + 10) piercing damage plus 13 (4d6) poison damage. \n'b'  Claw .  Melee Weapon Attack : +17 to hit, reach 10 ft., one target. Hit. 25 (4d6 + 10) slashing damage and the target is  grappled  and  restrained  (Escape DC 18).  Grappled  targets automatically take claw damage as bludgeoning damage at the start of the wildwood dragons turn. The dragon can grapple up to two opponents. \n'b'  Tail .  Melee Weapon Attack : +17 to hit, reach 20 ft., one target.  Hit : 19 (2d8 + 10) bludgeoning damage. \n'b'  Frightful Presence . Each creature of the wildwood dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19  Wisdom  saving throw or become  frightened  for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b'  Bilious Spew (Recharges after a Short or Long Rest) . A wildwood dragon regurgitates a glob of noxious, caustic bile into its mouth, where it affects the next creature the dragon hits with its bite  attack , or it can spew it out to burst in a 10-foot-radius sphere up to 120 feet away, affecting all creatures within it. In either case, creature(s) are affected as the dragon\xe2\x80\x99s Poisonous Miasma breath weapon, except half of the damage is poison and half is acid. In addition, creatures failing their saving throw are coated in this bile, taking 3 (1d6) acid and 3 (1d6) poison damage each round at the beginning of their turn. As long as they are coated in bile, they have disadvantage on  Constitution  saving throws. This effect lasts 1 minute or until the bile is wiped off as an action, requiring a DC 21  Wisdom  ( Medicine ) or  Wisdom  ( Survival ) check. The dragon cannot use this ability if its breath weapon has not recharged. \n'b'  Poisonous Miasma (Recharge 5\xe2\x80\x936) . The wildwood dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22  Constitution  saving throw, taking 87 (25d6) poison damage on a failed save, or half as much damage on a successful one. Creatures that take any damage from this  attack  also gain the  poisoned  condition for 1 minute. If this  attack  would kill the target it instead drops to  0 hit points  and falls asleep as the  sleep  spell. The target remains asleep so long as it remains  poisoned . Target creatures that fail their save but are not killed become confused (as the  confusion  spell) for as long as they are  poisoned . Finally, if a creature is hit with this  attack  and already has the  poisoned  state and fails to remove this condition by the end of its next round it begins to drown at the start of the following round as the poisonous miasma liquefies the creature\xe2\x80\x99s lungs (see Suffocating). \n'b'\n'b' REACTIONS \n'b'\n'b'  Bloodied Breath . When the wildwood dragon is reduced to less than half its original  hit points  its poisonous miasma  attack  option recharges and it may use it as a  reaction . \n'b'\n'b' LEGENDARY ACTIONS \n'b' A wildwood dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. A wildwood dragon regains spent legendary actions at the start of its turn. \n'b'\n'b'  Detect . The mythic green makes a  Wisdom  ( Perception ) check. \n'b'  Tail Attack . The mythic green makes a tail  attack . \n'b'  Wing Attack (Costs 2 Actions) . The mythic green beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23  Dexterity  saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked  prone . The dragon can then  fly  up to half its flying speed. \n'b'  Legendary Initiative (1/day, Costs 3 Actions) . The wildwood dragon can take a second  Action  from its list of available options. \n'b'\n'b' LAIR ACTIONS \n'b' The wildwood dragon gains the normal lair  actions  of an ancient green dragon with the following addition. \n'b'\n'b' A soporific mist rises from the ground in 90-foot sphere centered on the wildwood dragon. Each creature that starts its turn in the mist become sleepy and lethargic on a failed DC 15  Constitution  saving throw. Lethargic creatures gain the  poisoned  condition and while  poisoned  have disadvantage on  Wisdom  and  Constitution . A successful saving throw at the end of a creatures turn ends the effect and makes them immune to the soporific spores for the next 24 hours. \n'b'\n'b' REGIONAL EFFECTS \n'b' The wildwood dragon gains the normal regional effects of an ancient green dragon with the following addition. \n'b'\n'b' A wildwood dragon can cause its voice to emanate from different locations within 1 mile of its lair. If using the \xe2\x80\x9cDragons as Innate Spellcaster\xe2\x80\x9d variant it may also add any vocal spell to this ventriloquism effect (for example, creating a  suggestion  effect as the spell). \n'b'\n'b' ABOUT \n'b' Scales the color of emeralds armor this ferocious dragon. A single sharp horn protrudes from the end of its toothy snout. \n'b' These ancient relatives of green dragons are incredibly rare, dwelling only in the trackless heart of truly untamed timberlands. They suffer no rivals and drive out any powerful forest dwellers that might challenge their power, decorating the woodlands with their corpses as a warning to any who would dare defy them. The can be savage in physical combat but they are also creatures of great subtlety, using deception and dark dreams to drive those intruding into their domains or in nearby kingdoms to madness.'