Common Green Dragon: Difference between revisions

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m (Text replacement - "| Move-Type-1 = Walk <!-- List the move type: Burrowing, Tunneling, Earth Glide Lesser Climb, Greater Climb, Brachiating, Vaulting Hover, Lesser Flight, Greater Flight Lesser Swim, Greater Swim, Jet Lesser Teleport, Greater Teleport --> | Move-Type-1-Distance = 30 <!-- List the speed of the move type, in feet. Just the number. E.g. "30" (no quotes). --> | Move-Type-1-Notes = <!-- List any restrictions or other notes about the move type. E.g. "Only in the forest" --> | Move-Type-2 = | Move-Type-2-Distance = | Move-Type-2-Notes = | Move-Type-3 = | Move-Type-3-Distance = | Move-Type)
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   }}</onlyinclude>
   }}</onlyinclude>


| MonsterName = Common Green Dragon
| Min-CR = 10
| Max-CR = 18


| Image = Common_Green_Dragon_1.jpg
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
   <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->
| MonsterName | Common Green Dragon
  }}</onlyinclude>
 
| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}}
| Image | Common_Green_Dragon_1.jpg
   <!-- Value: file name and extension only   -->
  }}</onlyinclude>
 
| Caption=<onlyinclude>{{#ifeq:{{{transcludesection|Caption}}}
| Caption |
  <!-- Optional: inserts hover text for the image. If left blank, will insert the monster's name. -->
  }}</onlyinclude>


| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role | Threat
| Role | Threat
   <!-- Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->
 
   }}</onlyinclude>
   }}</onlyinclude>


| Description = {{:Dragons}}
  <!-- Prevent this monster from being assigned certain roles in MMM -->
| Restrict-Role-No-Role = Y
| Restrict-Role-Heavy =
| Restrict-Role-Killer =
| Restrict-Role-Leader =
| Restrict-Role-Legend =
| Restrict-Role-Minion = Y
| Restrict-Role-Shooter =
| Restrict-Role-Skirmisher = Y
| Restrict-Role-Sneak =
| Restrict-Role-Swarm = Y
| Restrict-Role-Tank =
| Restrict-Role-Threat =
| Restrict-Role-Villain =
  <!-- Values: Y or leave blank -->
 
| Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}}
| Pattern1 |
  <!-- Use to assign a Pattern to the monster, which will alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>


: While the physical appearance of the dragon is the easiest means of distinguishing them from one another, a dragon's coloration isn't a drab monochrome. Green dragons, for example, are mottled with browns, tans and olive colors in addition to their base green color, allowing them to effortlessly blend into flora-rich environmentsWhile they prefer forests and other areas with ubiquitous flora, green dragons can be found nearly anywhere.
| Pattern2=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern2}}}
| Pattern2 |
  <!-- Use to assign a second Pattern to the monster, which will further alter its effective CROr leave blank. -->
  }}</onlyinclude>


: Green dragons are unique in several ways from other traditional dragons.  First, while they are quite competent fliers, they are also absurdly quick climbers, able to slither through forest branches with terrible grace.  Second, they always have at least two tails (and sometimes more than two), each carrying a straight, poisoned barb on the end.  While in motion, the tails do not appear disproportionately long, but in combat, they can stretch them to startling lengths attacking distant foes with surgical precision.


| Alignment = Neutral Evil
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
  <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->
| Description | '''''This monster frequently has the Threat role, but may be set to other roles if desired.'''''


| Size = Huge
{{:Dragons}}
 
While the physical appearance of the dragon is the easiest means of distinguishing them from one another, a dragon's coloration isn't a drab monochrome. Green dragons, for example, are mottled with browns, tans and olive colors in addition to their base green color, allowing them to effortlessly blend into flora-rich environments.  While they prefer forests and other areas with ubiquitous flora, green dragons can be found nearly anywhere.
 
Green dragons are unique in several ways from other traditional dragons.  First, while they are quite competent fliers, they are also absurdly quick climbers, able to slither through forest branches with terrible grace.  Second, they always have at least two tails (and sometimes more than two), each carrying a straight, poisoned barb on the end.  While in motion, the tails do not appear disproportionately long, but in combat, they can stretch them to startling lengths attacking distant foes with surgical precision.
  }}</onlyinclude>
 
| Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}}
| Alignment | Pure Evil
  <!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil -->
  }}</onlyinclude>
 
| Size=<onlyinclude>{{#ifeq:{{{transcludesection|Size}}}
| Size | Huge
   <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->
   <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->
  }}</onlyinclude>


| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Dragon
| Type | Dragon
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |  
| Subtype |  
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
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   }}</onlyinclude>
   }}</onlyinclude>


| NudgeBasicLoreValue = -2
| NudgeBasicLoreValue=<onlyinclude>{{#ifeq:{{{transcludesection|NudgeBasicLoreValue}}}
| NudgeBasicLoreValue| -2
   <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
   <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
}}</onlyinclude>


| NudgeFullLoreValue =  
| NudgeFullLoreValue=<onlyinclude>{{#ifeq:{{{transcludesection|NudgeFullLoreValue}}}
| NudgeFullLoreValue|
   <!-- This field lets you alter the DC of the full knowledge check for this monster -->
   <!-- This field lets you alter the DC of the full knowledge check for this monster -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
}}</onlyinclude>


| NudgeInit = 3
| NudgeInit = 3
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| Senses = [[Standard Senses]], [[Blindsense]] 60 ft.
   <!-- SENSES -->
   <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
   <!-- These senses have no ranges; the monster either has them (Value: "Y") or doesn't (leave blank) -->
   <!--   [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell  -->
| Sense-Is-Blind-to-Vision =
  <!--   [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]                              -->
| Sense-Is-Blind-to-Sound =
  <!--   [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]                          -->
| Sense-Is-Blind-to-Smell =
  <!--   [[Scent]], [[Keen Scent]], [[Perfect Scent]]                                      -->
| Sense-Has-Low-Light-Vision =
  <!--   [[Tremorsense]], [[Blindsense]], [[Lifesense]]                                    -->


| Sense-1 =  
  <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),
| Sense-1-Range =  
        or leave blank if the monster doesn't possess the sense in question.            -->
| Sense-1-Notes =  
| Sense-Darkvision-Range =  
| Sense-Heartsight-Range =  
| Sense-Keen-Hearing-Range =
| Sense-Precise-Hearing-Range =
| Sense-Echolocation-Range =
| Sense-Scent-Range =
| Sense-Keen-Scent-Range =
| Sense-Perfect-Scent-Range =
| Sense-Airsense-Range =
| Sense-Blindsense-Range = 60
| Sense-Cloudsense-Range =
| Sense-Lifesense-Range =
| Sense-Mindsense-Range =
| Sense-Tremorsense-Range =
| Sense-Watersense-Range =  


| Sense-2 =
  <!-- If you want custom text in the 'Senses' field, use the field below, or leave blank -->
| Sense-2-Range =
| Senses-Custom-Text =  
| Sense-2-Notes =  


| Sense-3 =
| Sense-3-Range =
| Sense-3-Notes =
| Sense-4 =
| Sense-4-Range =
| Sense-4-Notes =
| Sense-5 =
| Sense-5-Range =
| Sense-5-Notes =
| Sense-6 =
| Sense-6-Range =
| Sense-6-Notes =


| NudgePerception = 4
| NudgePerception = 4
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| StrongAgainst = '''''Immune (no effect):''''' Poison
| StrongAgainst = '''''Immune (no effect):''''' Poison
:* '''''Immune (no effect):''''' Prone
:* '''''Immune (no effect):''''' [[Prone]]
:* '''''(Detached Tails Only) Immune (no effect):''''' all spells, spell-like, and supernatural abilities which require a Will save.
:* '''''(Detached Tails Only) Immune (no effect):''''' all spells, spell-like, and supernatural abilities that require a Will save.
   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


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   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->


| MoveTypes = [[Walk]] 40 ft., [[Brachiating]] 120 ft., [[Greater Flight]] 80 ft.
  <!-- MOVE TYPES -->
   <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) -->
   <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;
  <!--   [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
        if they don't have that movement type, leave it blank                    -->
  <!--   [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
| Move-Type-Walk-Speed = 40
  <!--   [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
| Move-Type-Burrowing-Speed =
  <!--   [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
| Move-Type-Tunneling-Speed =
  <!--   [[Lesser Teleport]], [[Greater Teleport]]            -->
| Move-Type-Earth-Glide-Speed =
| Move-Type-Lesser-Climb-Speed =
| Move-Type-Greater-Climb-Speed =
| Move-Type-Brachiating-Speed = 120
| Move-Type-Vaulting-Speed =
| Move-Type-Hover-Speed =
| Move-Type-Lesser-Flight-Speed =
| Move-Type-Greater-Flight-Speed = 80
| Move-Type-Lesser-Swim-Speed =
| Move-Type-Greater-Swim-Speed =
| Move-Type-Jet-Speed =
| Move-Type-Lesser-Teleport-Speed =
| Move-Type-Greater-Teleport-Speed =
 
  <!-- If you want custom text in the 'Move Type' field, use the field below, or leave blank -->
| Move-Type-Custom-Text =
 


| NudgeSpace =  
| NudgeSpace =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.               -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                 -->
        NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
        NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach = -2
| NudgeReach = -2
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.     -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                         -->
        NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




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| PriAtkName = Virulent Bite
| PriAtkName = Virulent Bite
   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
| Pri-Atk-Dmg-Type = crushing
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


| PriAtkNotes =  
| PriAtkNotes =  
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


| PriAtkNotes-FullAtkOnly =  
| PriAtkNotes-FullAtkOnly =  
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   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| PriAtkVSTouchAC =  
| Pri-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit =  
| NudgePriToHit =  
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| NudgePriDamage =  
| NudgePriDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Pri-Atk-Crit-Range =  
| Nudge-Pri-Atk-Crit-Range =  
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| SecAtkName =  
| SecAtkName =  
   <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->
   <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->
| Sec-Atk-Dmg-Type =
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


| SecAtkNotes =  
| SecAtkNotes =  
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


| SecAtkNotes-FullAtkOnly =  
| SecAtkNotes-FullAtkOnly =  
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   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| SecAtkVSTouchAC =  
| Sec-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
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| NudgeSecDamage =  
| NudgeSecDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Sec-Atk-Crit-Range =  
| Nudge-Sec-Atk-Crit-Range =  
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   <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->
   <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->


| TerAtkNotes = affects all enemies in a 2x2 square area, plus Lancing Strike and Acidic Venom
| Ter-Atk-Dmg-Type = bludgeoning
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| TerAtkNotes = affects all enemies in a 2x2 square area, '''plus:''' Lancing Strike and Acidic Tail Stinger
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


| TerAtkNotes-FullAtkOnly =  
| TerAtkNotes-FullAtkOnly =  
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   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| TerAtkVSTouchAC =  
| Ter-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| NudgeTerDamage =  
| NudgeTerDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Ter-Atk-Crit-Range =  
| Nudge-Ter-Atk-Crit-Range =  
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| QuaAtkName =  
| QuaAtkName =  
   <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->
   <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->
| Qua-Atk-Dmg-Type =
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


| QuaAtkNotes =  
| QuaAtkNotes =  
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


| QuaAtkNotes-FullAtkOnly =  
| QuaAtkNotes-FullAtkOnly =  
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   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| QuaAtkVSTouchAC =  
| Qua-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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| NudgeQuaDamage =  
| NudgeQuaDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Qua-Atk-Crit-Range =  
| Nudge-Qua-Atk-Crit-Range =  
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   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->


| RangedAtkNumberOfIncrements =  
| RangedAtkNumberOfIncrements =
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->


| RangedAtkNotes =  
| Ranged-Atk-Dmg-Type =
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| RangedAtkNotes =
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


| RangedAtkNotes-FullAtkOnly =  
| RangedAtkNotes-FullAtkOnly =  
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   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->


| RangedAtkVSTouchAC =  
| Ranged-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
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| NudgeRangedDamage =  
| NudgeRangedDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Ranged-Atk-Crit-Range =  
| Nudge-Ranged-Atk-Crit-Range =  
Line 438: Line 518:


| NudgeSiegeDamage =  
| NudgeSiegeDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->




Line 490: Line 570:


<!--  SPECIAL ABILITIES  -->
<!--  SPECIAL ABILITIES  -->
<!--  ROLE-BASED SPECIAL ABILITIES -->
| HideRoleReminder1 = Y
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder2 = Y
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder3 = Y
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder4 = Y
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->




Line 514: Line 578:
| Ability-1-Type = Ex
| Ability-1-Type = Ex
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
| Ability-1-Action-Required = Standard Action
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-1-Concentration =  
| Ability-1-Concentration =  
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->


| Ability-1-Description = As a standard action, the dragon may emit an ear-shattering howl of unimaginable power. This is a sonic-based attack that affects all creatures within 100 feet of the dragon's space. The dragon must have line of effect for this power to operate, but does not require line of sight. This power inflicts {{#var:Special1AlphaDmg}} of sonic damage, with a Fort save, DC {{#var:Special1SaveDC}}, for half damage.
| Ability-1-Description = As a standard action, the dragon may emit an ear-shattering howl of unimaginable power. This is a sonic-based attack that affects all creatures within 100 feet of the dragon's space. The dragon must have line of effect for this power to operate, but does not require line of sight. This power inflicts {{Special-Standard-Dmg}} of {{Dmg|Sonic}} damage, with a Fort save, DC {{Save-DC}}, for half damage.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below -->
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
  <!-- Available Variables:  
        {{#var:Special1ToHit}}          To-Hit
        {{#var:Special1TouchAttack}}    Touch To-Hit
        {{#var:Special1SaveDC}}          Save DC
        {{#var:Special1StandardDmg}}    Std Damage
        {{#var:Special1SwiftDmg}}        Swift Damage
        {{#var:Special1AlphaDmg}}        Alpha Damage
        {{#var:Special1-Ability-Dmg}}    Stat Damage
        {{#var:Special1-Hit-Points}}    Hit Points
        {{#var:Special1-Hit-Dice}}      Hit Dice
        {{#var:Special1-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special1-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special1-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility1ToHit =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility1TouchAttack =
   POISON / DISEASE FORMAT
   <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility1SaveDC =  
{{Malady
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility1StandardDamage =
-->
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--   SPECIAL ABILITY 2   -->


| NudgeAbility1SwiftDamage =
| Ability-2-Name = Terrible Majesty
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility1AlphaDamage =  
| Ability-2-Type = Su, Fear
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| NudgeAbility1-AbilityDamage =  
| Ability-2-Action-Required = Free Action 1/day
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->


| NudgeAbility1-HitPoints =  
| Ability-2-Concentration =  
   <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| NudgeAbility1-HitDice =  
| Ability-2-Description = Once per day as a free action, the dragon can exude its Terrible Majesty upon all enemy creatures within 100 feet of the dragon's space, forcing them to make a Will save versus a DC of {{Save-DC}}. Terrible Majesty requires line of sight, but does not require line of effect. Affected enemy creatures find themselves in the center of a 3x3 cloud of noxious gas, which blocks line of sight for all visual senses.  Those creatures which fail the saving throw suffer {{Special-Standard-Dmg}} points of {{Dmg|acid}} damage, gain the [[Trembling]] condition until the end of the encounter, and the pocket of toxic vapors around them persists until the end of the encounter.  Beyond the initial damage, the pockets of gas deal no further damage, but continue to block line of sight for visual senses.  Those who succeed on the save take only half damage, and are instead [[Nervous]] for one round, and their pocket of noxious gas dissipates immediately.
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->


| NudgeAbility1-CR =
Neither the Trembling nor Nervous conditions caused by Terrible Majesty can be prematurely ended by moving further away from the dragon; they must either be allowed to expire as described above, or cured through some other means.
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->


| NudgeAbility1-ManeuverOffense =
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility1-ManeuverDefense =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


  POISON / DISEASE FORMAT


{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


<!--  SPECIAL ABILITY 2   -->
-->
<!--  SPECIAL ABILITY 3   -->


| Ability-2-Name = Terrible Majesty
| Ability-3-Name = Acid Cloud Breath


| Ability-2-Type = Su, Fear
| Ability-3-Type = Su
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-2-Concentration =  
| Ability-3-Action-Required = Standard Action
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-3-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-2-Description = Once per day as a free action, the dragon can exude its Terrible Majesty upon all enemy creatures within 100 feet of the dragon's space, forcing them to make a Will save versus a DC of {{#var:Special3SaveDC}}. Terrible Majesty requires line of sight, but does not require line of effect. Affected enemy creatures find themselves in the center of a 3x3 cloud of noxious gas, which blocks line of sight for all visual senses.  Those creatures which fail the saving throw suffer {{#var:Special2StandardDmg}} points of acid damage, gain the [[Trembling]] condition until the end of the encounter, and the pocket of toxic vapors around them persists until the end of the encounter.  Beyond the initial damage, the pockets of gas deal no further damage, but continue to block line of sight for visual senses.  Those who succeed on the save take only half damage, and are instead [[Nervous]] for one round, and their pocket of noxious gas dissipates immediately.
| Ability-3-Description = As a standard action, the green dragon aspirates a long hiss, exhaling a cloud of noxious, acidic gas in a 30-foot cone.  Creatures caught in the radius of the breath weapon must make a Reflex save, DC {{Save-DC}}, or take {{Special-Standard-Dmg}} points of {{dmg|acid}} damage.  Those who succeed on the save take only half damage.


: Neither the Trembling nor Nervous conditions caused by Terrible Majesty can be prematurely ended by moving further away from the dragon; they must either be allowed to expire as described above, or cured through some other means.
Furthermore, the cloud lingers on the battlefield until the end of the encounter, dealing an additional {{Special-Swift-Dmg}} points of acid damage to all creatures within it at the start of each of the dragon's turns. (GM's are encouraged to add the cloud to the initiative order just before the dragon, to help remember this damage effect).


  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
Last, all creatures inside the cloud gain partial concealment (automatically miss on a natural result of a 6 or less on the d20) against any other creature who relies on sight-based senses for targeting.  Because of its blindsense ability, the green dragon ignores this concealment.  Green dragons can use this partial concealment to initiate a Stealth stance instead of needing total concealment, though they must follow all other rules for Stealth.
  <!--Available Variables:
        {{#var:Special2ToHit}}          To-Hit
        {{#var:Special2TouchAttack}}    Touch To-Hit
        {{#var:Special2SaveDC}}          Save DC
        {{#var:Special2StandardDmg}}    Std Damage
        {{#var:Special2SwiftDmg}}        Swift Damage
        {{#var:Special2AlphaDmg}}        Alpha Damage
        {{#var:Special2-Ability-Dmg}}    Stat Damage
        {{#var:Special2-Hit-Points}}    Hit Points
        {{#var:Special2-Hit-Dice}}      Hit Dice
        {{#var:Special2-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special2-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special2-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility2ToHit =
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility2TouchAttack =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility2SaveDC =
   POISON / DISEASE FORMAT
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility2StandardDamage =  
{{Malady
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility2SwiftDamage =
-->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--   SPECIAL ABILITY 4   -->


| NudgeAbility2AlphaDamage =
| Ability-4-Name = Coiling Roll
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility2-AbilityDamage =  
| Ability-4-Type = Ex
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| NudgeAbility2-HitPoints =  
| Ability-4-Action-Required = Swift Action 1/Rnd
   <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->


| NudgeAbility2-HitDice =  
| Ability-4-Concentration =  
   <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| NudgeAbility2-CR =  
| Ability-4-Description = As a swift action up to once per round, the dragon may use Coiling Roll to move up to double its [[Walk]] speed (40 feet) and end its move in a space occupied by one or more creatures, instead of having to end its move in an unoccupied space.  Creatures who are in one or more of the spaces where the dragon ends this move action are moved to any square adjacent to the dragon's current space (the dragon chooses which space this is), following the standard rules for [[Types_of_Movement#Forced_Movement|Forced Movement]], as the dragon twists and rolls in a roiling, serpentine ball. Additionally, affected creatures must make a Reflex save, DC {{Save-DC}}, or take {{Special-Swift-Dmg}} points of {{dmg|bludgeoning}} damage and be knocked [[Prone]].  Anyone knocked prone by this damage (those who failed their save) who wish to resist the forced movement by voluntarily falling prone are [[Splayed]] (since they are already prone). Creatures who succeed on their save take no damage and are not knocked prone, but they are still subject to the forced movement.
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->


| NudgeAbility2-ManeuverOffense =
If a character somehow fully resists the dragon's forced movement and chooses to remain in the dragon's space, neither the character nor the dragon are considered squeezing (see [[Stepover]] and [[Flanking#Internal Flanking|Internal Flanking]]).  Note that the Serpentine Tails of the dragon can take advantage of these internal flanks as though they were separate creatures.
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility2-ManeuverDefense =
The forced move, damage and prone effects only apply to any creatures who occupy one or more of the squares where the dragon ENDS the move action.  Furthermore, Coiling Roll can only be used by the dragon if it begins and ends its move on the ground (it may not use Coiling Roll with its [[Brachiating]] or [[Greater Flight]] movement speeds).  Finally, Coiling Roll can never be used more than once per round, regardless of how many swift actions or action points the dragon uses in a given round.
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->


Coiling Roll provokes attacks of opportunity as with normal movement, unless the dragon is stealthed at the time it uses it.  If so, the dragon loses stealth at the end of the Coiling Roll action, since Coiling Roll is an attack.


  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:


<!--  SPECIAL ABILITY 3  -->
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}   {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| Ability-3-Name = Acid Cloud Breath
  POISON / DISEASE FORMAT


| Ability-3-Type = Su
{{Malady
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Name =
| Intensity =
| Save-Type =  
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| Ability-3-Concentration =
-->
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
<!--   SPECIAL ABILITY 5  -->


| Ability-3-Description = As a standard action, the green dragon aspirates a long hiss, exhaling a cloud of noxious, acidic gas in a 30-foot cone.  Creatures caught in the radius of the breath weapon must make a Reflex save, DC {{#var:Special3SaveDC}}, or take {{#var:Special3AlphaDmg}} points of acid damage.  Those who succeed on the save take only half damage.
| Ability-5-Name = Serpentine Tails


:Furthermore, the cloud lingers on the battlefield until the end of the encounter, dealing an additional {{#var:Special3SwiftDmg}} points of acid damage to all creatures within it at the start of each of the dragon's turns. (GM's are encouraged to add the cloud to the initiative order just before the dragon, to help remember this damage effect).
| Ability-5-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


:Last, all creatures inside the cloud have partial concealment (20% miss chance) against any other creature who relies on sight-based senses for targeting.  Because of its blindsense ability, the green dragon ignores this concealment.  Green dragons can use this partial concealment to initiate a Stealth stance instead of needing total concealment, though they must follow all other rules for Stealth.
| Ability-5-Action-Required = Special
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->


  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
| Ability-5-Concentration =
   <!--Available Variables:  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
        {{#var:Special3ToHit}}          To-Hit
        {{#var:Special3TouchAttack}}    Touch To-Hit
        {{#var:Special3SaveDC}}          Save DC
        {{#var:Special3StandardDmg}}    Std Damage
        {{#var:Special3SwiftDmg}}        Swift Damage
        {{#var:Special3AlphaDmg}}        Alpha Damage
        {{#var:Special3-Ability-Dmg}}    Stat Damage
        {{#var:Special3-Hit-Points}}    Hit Points
        {{#var:Special3-Hit-Dice}}      Hit Dice
        {{#var:Special3-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special3-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special3-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility3ToHit =
| Ability-5-Description = [[Image:Serpentine_Tail_1.jpg|350px|right|x}}]]
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
Green dragons usually have at least two tails by default, as part of their standard Threat role monster.  However, if they are not a Threat, depending on party size, a green dragon may have more or less than two tails, based on the [[Henchmen]] rules.  A party with four or fewer PCs would encounter a "normal" Threat-class Green Dragon, which has 2 tails, whereas a party of 5 PCs would encounter a green dragon with 3 tails, etc. There is no limit to the number of tails a green dragon could theoretically possess.


| NudgeAbility3TouchAttack =
Each Serpentine Tail possesses the following characteristics:
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
* Each tail contains its own set of sensory organs granting it [[Blindsense]] 60 ft.
* Each tail is treated as a separate creature for purposes of targeting, being targeted, and hit points.  Indeed, the hit points of the tails must be tracked separately for each tail, and the dragon's hit points are tracked separately from that.  GM's should assign a number to each of the tails during the encounter, to let the players more clearly attack the tail they want. 
* If any tail is damaged while the dragon's body is alive, the tail takes only half damage from the attack (round up), with the other half going to the dragon's body (round down).  It is entirely possible to kill one or more of a green dragon's tails before you kill the dragon itself (and, indeed, is actually a great tactic!).  Once a tail is detached from its host dragon, it takes full damage from attacks as normal.
* While the host dragon lives, Serpentine Tails share all of its host dragon's characteristics, such as its senses, movement types, defenses and immunities. 
* Serpentine Tails also share the space of the host dragon until the dragon's body is slain, at which point they are split into distinct, size-large creatures, each with their own independent movement and attacks. (See Detach Tails, below, for details).
* When a serpentine tail attacks, it is treated as having [[Inclusive Reach (Quality)|inclusive reach]] 40 feet, but only for attacks made during the dragon's (or the detached tail's) turn. 
* Attacks of opportunity, or other attacks made outside of the dragon's turn do not gain the benefit of this inclusive reach, and are instead limited to the dragon's normal reach (5 feet).
* This inclusive reach is neither movement nor a ranged attack, so it does not provoke attacks of opportunity.
* When a serpentine tail attacks, it targets a 2x2-square area within its reach, and makes an attack roll against each enemy creature in that area.  Damage is rolled only once for all creatures struck by the attack.
* Successful hits by a serpentine tail can also inflict [[#Acidic_Tail_Stinger_.28Ex.2C_Poison.29|Acidic Venom]], which is injected by the barbed spine on the end of the tail.


| NudgeAbility3SaveDC =
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility3StandardDamage =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility3SwiftDamage =
   POISON / DISEASE FORMAT
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility3AlphaDamage =  
{{Malady
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility3-AbilityDamage =
-->
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
<!--   SPECIAL ABILITY 6  -->


| NudgeAbility3-HitPoints =  
| Ability-6-Name = Acidic Tail Stinger
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->


| NudgeAbility3-HitDice =  
| Ability-6-Type = Ex, Poison
   <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| NudgeAbility3-CR =  
| Ability-6-Action-Required = Automatic after successful tail attack
   <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->


| NudgeAbility3-ManeuverOffense =  
| Ability-6-Concentration =  
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| NudgeAbility3-ManeuverDefense =  
| Ability-6-Description = Any successful attack by a serpentine tail also has a chance to inject a flesh-dissolving venom into its target(s):
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
{{Malady
| Name = Stinger Venom
| Intensity = Poisoned
| Save-Type =  
| Save-Mod =
| Frequency =
| Effect = {{Ability-Dmg}} [[Ability Damage|DEX Damage]], and a {{CR}} point [[Ruptured]] as {{Dmg|Acid}} damage
| Fruition = Target gains a [[vulnerability]] to {{Dmg|Acid}} damage
| F-Duration = permanent until cured
}}


: Acidic Venom is injected any time one of the serpentine tails hits a target, regardless of whether the tail is attached or detached from its dragon host.


  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:


<!--  SPECIAL ABILITY 4  -->
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}   {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| Ability-4-Name = Coiling Roll
  POISON / DISEASE FORMAT


| Ability-4-Type = Ex
{{Malady
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Name =
| Intensity =
| Save-Type =  
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| Ability-4-Concentration =
-->
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
<!--   SPECIAL ABILITY 7  -->


| Ability-4-Description = As a swift action up to once per round, the dragon may use Coiling Roll to move up to double its [[Walk]] speed (40 feet) and end its move in a space occupied by one or more creatures, instead of having to end its move in an unoccupied space.  Creatures who are in one or more of the spaces where the dragon ends this move action are moved to any square adjacent to the dragon's current space (the dragon chooses which space this is), following the standard rules for [[Types_of_Movement#Forced_Movement|Forced Movement]], as the dragon twists and rolls in a roiling, serpentine ball.  Additionally, affected creatures must make a Reflex save, DC {{#var:Special4SaveDC}}, or take {{#var:Special4SwiftDmg}} points of bludgeoning damage and be knocked [[Prone]].  Creatures who succeed on their save take no damage and are not knocked prone, but they are still subject to the forced movement.
| Ability-7-Name =  


:If a character somehow fully resists the dragon's forced movement and chooses to remain in the dragon's space, neither the character nor the dragon are considered squeezing (see [[Stepover]] and [[Flanking#Internal Flanking|Internal Flanking]]).  Note that the Serpentine Tails of the dragon can take advantage of these internal flanks as though they were separate creatures. 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


:The forced move, damage and prone effects only apply to any creatures who occupy one or more of the squares where the dragon ENDS the move action.  Furthermore, Coiling Roll can only be used by the dragon if it begins and ends its move on the ground (it may not use Coiling Roll with its [[Brachiating]] or [[Greater Flight]] movement speeds).  Finally, Coiling Roll can never be used more than once per round, regardless of how many swift actions or action points the dragon uses in a given round.
| Ability-7-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->


:Coiling Roll provokes attacks of opportunity as with normal movement, unless the dragon is stealthed at the time it uses it.
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}          To-Hit
        {{#var:Special4TouchAttack}}    Touch To-Hit
        {{#var:Special4SaveDC}}          Save DC
        {{#var:Special4StandardDmg}}    Std Damage
        {{#var:Special4SwiftDmg}}        Swift Damage
        {{#var:Special4AlphaDmg}}        Alpha Damage
        {{#var:Special4-Ability-Dmg}}    Stat Damage
        {{#var:Special4-Hit-Points}}    Hit Points
        {{#var:Special4-Hit-Dice}}      Hit Dice
        {{#var:Special4-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special4-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special4-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility4ToHit =
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility4TouchAttack =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility4SaveDC =
   POISON / DISEASE FORMAT
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility4StandardDamage =  
{{Malady
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility4SwiftDamage =
-->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--   SPECIAL ABILITY 8  -->


| NudgeAbility4AlphaDamage =
| Ability-8-Name =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility4-AbilityDamage =  
| Ability-8-Type =  
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| NudgeAbility4-HitPoints =  
| Ability-8-Action-Required =  
   <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->


| NudgeAbility4-HitDice =  
| Ability-8-Concentration =  
   <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| NudgeAbility4-CR =  
| Ability-8-Description =  
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->


| NudgeAbility4-ManeuverOffense =
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility4-ManeuverDefense =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


  POISON / DISEASE FORMAT


{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


<!--  SPECIAL ABILITY 5   -->
-->
<!--  SPECIAL ABILITY 9   -->


| Ability-5-Name = Serpentine Tails
| Ability-9-Name =  


| Ability-5-Type = Ex
| Ability-9-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-5-Concentration =  
| Ability-9-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-9-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-5-Description = [[Image:Serpentine_Tail_1.jpg|350px|right|x}}]]
| Ability-9-Description =  
: Green dragons always have at least two tails by default, as part of the standard Threat role monster.  However, depending on party size, a green dragon may have more than two tails, based on the [[Monster Templates and Roles#Henchmen|Henchmen rules]].  A party with four or fewer PCs would encounter a "normal" Green Dragon, which has 2 tails, whereas a party of 5 PCs would encounter a green dragon with 3 tails, etc.  There is no limit to the number of tails a green dragon could theoretically possess.


:Each Serpentine Tail possesses the following characteristics:
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
::* Each tail contains one set of sensory organs for the dragon's [[Blindsense]] ability.
::* Each tail is treated as a separate creature for purposes of targeting, being targeted, and hit points.  Indeed, the hit points of the tails must be tracked separately for each tail, and the dragon's hit points are tracked separately from that.  GM's should assign a number to each of the tails during the encounter, to let the players more clearly attack the tail they want. 
::* If any tail is damaged while the dragon's body is alive, the tail takes only half damage from the attack (round up), with the other half going to the dragon's body (round down).  It is entirely possible to kill one or more of a green dragon's tails before you kill the dragon itself (and, indeed, is actually a great tactic!).  Once a tail is detached from its host dragon, it takes full damage from attacks as normal.
::* While the host dragon lives, Serpentine Tails share all of its host dragon's characteristics, such as its senses, movement types, defenses and immunities. 
::* Serpentine Tails also share the space of the host dragon until the dragon's body is slain, at which point they are split into distinct, size-large creatures, each with their own independent movement and attacks. (See Detach Tails, below, for details).
::* When a serpentine tail attacks, it is treated as having [[Inclusive Reach (Quality)|inclusive reach]] 40 feet, but only for attacks made during the dragon (or the detached tail's) turn. 
:::* Attacks of opportunity, or other attacks made outside of the dragon's turn do not gain the benefit of this inclusive reach, and are instead limited to the dragon's normal reach (5 feet). 
:::* This inclusive reach is neither movement nor a ranged attack, so it does not provoke attacks of opportunity.
::* When a serpentine tail attacks, it targets a 2x2-square area within its reach, and makes an attack roll against each enemy creature in that area.  Damage is rolled only once for all creatures struck by the attack.
::* Successful hits by a serpentine tail can also inflict [[#Acidic_Venom_.28Ex.2C_Poison.29|Acidic Venom]], which is injected by the barbed spine on the end of the tail.


   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Available Variables:
   {{Touch-Attack}}         {{Skill-DC|Average}}       {{Special-Swift-Dmg}}
         {{#var:Special5ToHit}}           To-Hit
  {{Save-DC}}               {{Skill-DC|Challenging}}   {{Special-Alpha-Dmg}}
        {{#var:Special5TouchAttack}}     Touch To-Hit
  {{Hit-Points}}           {{Skill-DC|Hard}}           {{Ability-Dmg}}
        {{#var:Special5SaveDC}}         Save DC
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
        {{#var:Special5StandardDmg}}     Std Damage
  {{Hit-Dice}}                                         {{Primary-Dmg}}
        {{#var:Special5SwiftDmg}}       Swift Damage
  {{Maneuver-Offense}}                                 {{Secondary-Dmg}}
        {{#var:Special5AlphaDmg}}       Alpha Damage
  {{Maneuver-Defense}}                                 {{Tertiary-Dmg}}
        {{#var:Special5-Ability-Dmg}}    Stat Damage
  {{CR}}                                               {{Quaternary-Dmg}}
        {{#var:Special5-Hit-Points}}    Hit Points
                                                        {{Ranged-Dmg}}
        {{#var:Special5-Hit-Dice}}       Hit Dice
        {{#var:Special5-Maneuver-Offense}}       Maneuver Offense
        {{#var:Special5-Maneuver-Defense}}       Maneuver Defense
        {{#var:Special5-CR}}             CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility5ToHit =
   POISON / DISEASE FORMAT
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility5TouchAttack =  
{{Malady
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility5SaveDC =
-->
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
<!--   REPLACE RESURRECTION POWER
      HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY
        This section lets you write a custom resurrection power for Heavies, Tanks,
        Threats, and Villains, replacing the rez power that they get by default.
        This ability will only appear if this monster is designated as a Heavy, Tank
        Threat, or Villain role.  All other times, it will be invisible.                   -->


| NudgeAbility5StandardDamage =
| Role-Only--Replace-Rez-Power--Name = Detach Tails
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility5SwiftDamage =  
| Role-Only--Replace-Rez-Power--Type = Ex
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| NudgeAbility5AlphaDamage =  
| Role-Only--Replace-Rez-Power--Action-Required = Auto Upon Death
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| NudgeAbility5-AbilityDamage =  
| Role-Only--Replace-Rez-Power--Concentration =  
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| NudgeAbility5-HitPoints =
| Role-Only--Replace-Rez-Power--Description = The first time that the dragon is reduced to zero or fewer hit points, the dragon collapses to the ground and dies.  During this time, any damage or status conditions applied to the dragon or its tails deal no damage and cannot inflict new status conditions or ongoing effects.  At the start of the dragon's next turn, all of the currently surviving Serpentine Tails are healed to full hit points, and burst from the dragon's body in a gory spectacle, each of them landing in a space anywhere within 50 feet of the dragon's corpse (this is treated as forced movement, and does not provoke attacks of opportunity).  The separated tails coil and thrash about, continuing to behave as independent creatures, except with limited mobility.  If the dragon was suffering from any status conditions when it was slain, those conditions are immediately cleared from the surviving tails.
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->


| NudgeAbility5-HitDice =
Tails which were already slain before the dragon activates Detach Tail remain slain.
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->


| NudgeAbility5-CR =
Detached tails each have [[Blindsense]] 60 ft., ensuring the tails remain dangerous even after the dragon is slain, detaching from the dragon's body and thrashing about with spasmodic abandon and unimpaired accuracy.  However, a Serpentine Tail has no mind of its own, so it will indiscriminately attack all non-dragon creatures in its vicinity if the host dragon dies. (Other detached tails are considered dragons for purposes of this targeting.)
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->


| NudgeAbility5-ManeuverOffense =
Detached tails have the following movement types: [[Walk]] 20 ft., [[Brachiating]] 20 ft. They lose all of the dragon's other senses and movement types, but retain its other immunities, and additionally become immune to spells, spell-like, and supernatural abilities which require a Will save (since they are mindless). 
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility5-ManeuverDefense =
Detached tails can still attack, making use of their inclusive reach 40' (but only during their own turns, not for attacks of opportunity).  They can still also inject [[#Acidic_Tail_Stinger_.28Ex.2C_Poison.29|Acidic Venom]] on a successful hit.
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->


When the dragon's body is slain, any unspent action points are lost. Don't let this happen to you!


'''''Optional:''''' GM's looking for a recurring Green Dragon villain could make the Detach Tail ability voluntary (1 swift action per tail), allowing the dragon to leave behind a distraction and escape using stealth and flight.  Regrowing a detached tail should take some appropriately long time (at minimum, a full night's rest), giving the dragon plenty of time to fester with rage and a need for vengeance on the party that did this to him.


<!--   SPECIAL ABILITY 6  -->
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:


| Ability-6-Name = Acidic Venom
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| Ability-6-Type = Ex, Poison
   POISON / DISEASE FORMAT
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-6-Concentration =  
{{Malady
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Name =
| Intensity =
| Save-Type =
| Save-Mod =  
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| Ability-6-Description = Any successful attack by the serpentine tail also has a chance to inject a flesh-dissolving venom into its target(s):
-->
<!--  ADD KILLER ONLY POWER
      KILLER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Killer" role.  Any other time, this ability will be invisible.
        It does not replace any of the default powers that killers normally get.            -->


::: '''Acidic Venom''' (Injury vector; [[Poisoned]] intensity)
| Role-Only--Add-Killer-Power--Name =
::: Fort DC {{#var:Special6SaveDC}}; Frequency: 1/rounds for 3 rounds
::: Effect: {{#var:Special6-Ability-Dmg}} DEX [[Ability Damage|damage]], and a {{#var:Special6-CR}} point [[Ruptured]] as Acid damage; Fruition: Target gains a vulnerability to Acid damage (permanent until cured).


: Acidic Venom is injected any time one of the serpentine tails hits a target, regardless of whether the tail is attached or detached from its dragon host.
| Role-Only--Add-Killer-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
| Role-Only--Add-Killer-Power--Action-Required =
   <!--Available Variables:  
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
        {{#var:Special6ToHit}}          To-Hit
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
        {{#var:Special6TouchAttack}}    Touch To-Hit
        {{#var:Special6SaveDC}}          Save DC
        {{#var:Special6StandardDmg}}    Std Damage
        {{#var:Special6SwiftDmg}}        Swift Damage
        {{#var:Special6AlphaDmg}}        Alpha Damage
        {{#var:Special6-Ability-Dmg}}    Stat Damage
        {{#var:Special6-Hit-Points}}    Hit Points
        {{#var:Special6-Hit-Dice}}      Hit Dice
        {{#var:Special6-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special6-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special6-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility6ToHit =  
| Role-Only--Add-Killer-Power--Concentration =  
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| NudgeAbility6TouchAttack =
| Role-Only--Add-Killer-Power--Description =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility6SaveDC =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
        or save DC numbers with variables:


| NudgeAbility6StandardDamage =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility6SwiftDamage =
   POISON / DISEASE FORMAT
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility6AlphaDamage =  
{{Malady
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility6-AbilityDamage =
-->
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
<!--   REPLACE "SHOUTED COMMAND" POWER
      LEADER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Leader" role. It replaces the default "Shouted Command" power, which
        lets Leaders give an ally a Standard Action once per round as a Free Action.
        Leave this blank if you want the "Shouted Command" power to appear when this monster
        is designated as a "Leader" role.                                                   -->


| NudgeAbility6-HitPoints =
| Role-Only--Replace-Leader-Power--Name =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->


| NudgeAbility6-HitDice =  
| Role-Only--Replace-Leader-Power--Type =  
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| NudgeAbility6-CR =  
| Role-Only--Replace-Leader-Power--Action-Required =  
   <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->


| NudgeAbility6-ManeuverOffense =  
| Role-Only--Replace-Leader-Power--Concentration =  
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| NudgeAbility6-ManeuverDefense =
| Role-Only--Replace-Leader-Power--Description =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->


    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:


  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


<!--  SPECIAL ABILITY 7  -->
  POISON / DISEASE FORMAT


| Ability-7-Name = Detach Tails
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =  
}}


| Ability-7-Type = Ex
-->
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
<!--   REPLACE "LASH OUT" POWER
      LEGEND ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Legend" role. It replaces the default "Lash Out" power, which
        grants Legends a bonus attack action each round, but only against a fresh target.
        Leave this blank if you want the "Lash Out" power to appear when this monster
        is designated as a "Legend" role.                                                  -->


| Ability-7-Concentration =
| Role-Only--Replace-Legend-Power--Name =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-7-Description = The first time that the dragon is reduced to zero or fewer hit points, the dragon collapses to the ground and dies.  During this time, any damage or status conditions applied to the dragon or its tails deal no damage and cannot inflict new status conditions or ongoing effects.  At the start of the dragon's next turn, all of the currently surviving Serpentine Tails are healed to full hit points, and burst from the dragon's body in a gory spectacle, each of them landing in a space anywhere within 50 feet of the dragon's corpse (this is not movement, and does not provoke attacks of opportunity).  The separated tails coil and thrash about, continuing to behave as independent creatures, except with limited mobility.  If the dragon was suffering from any status conditions when it was slain, those conditions are immediately cleared from the surviving tails.
| Role-Only--Replace-Legend-Power--Type =  
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


: Tails which were already slain before the dragon activates Detach Tail remain slain.
| Role-Only--Replace-Legend-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->


: Detached tails each have [[Blindsense]] 60 ft., ensuring the tails remain dangerous even after the dragon is slain, detaching from the dragon's body and thrashing about with spasmodic abandon and unimpaired accuracy.  However, a Serpentine Tail has no mind of its own, so it will indiscriminately attack all non-dragon creatures in its vicinity if the host dragon dies.
| Role-Only--Replace-Legend-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                           -->


: Detached tails have the following movement types: [[Walk]] 20 ft., [[Brachiating]] 20 ft.  They lose all of the dragon's other senses and movement types, but retain its other immunities, and additionally become immune to spells, spell-like, and supernatural abilities which require a Will save. 
| Role-Only--Replace-Legend-Power--Description =


: Detached tails can still attack, making use of their inclusive reach 40' (but only during their own turns, not for attacks of opportunity).  They can still also inject [[#Acidic_Venom_.28Ex.2C_Poison.29|Acidic Venom]] on a successful hit.
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:


: When the dragon's body is slain, any unspent action points are lost. Don't let this happen to you!
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


:'''''Optional:''''' GM's looking for a recurring Green Dragon villain could make the Detach Tail ability voluntary (1 swift action per tail), allowing the dragon to leave behind a distraction and escape using stealth and flight.  Regrowing a detached tail should take some appropriately long time (at least a week), giving the dragon plenty of time to fester with rage and a need for vengeance on the party that did this to him.
  POISON / DISEASE FORMAT


  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
{{Malady
  <!--Available Variables:
| Name =
        {{#var:Special7ToHit}}          To-Hit
| Intensity =
        {{#var:Special7TouchAttack}}    Touch To-Hit
| Save-Type =
        {{#var:Special7SaveDC}}          Save DC
| Save-Mod =
        {{#var:Special7StandardDmg}}    Std Damage
| Frequency =
        {{#var:Special7SwiftDmg}}        Swift Damage
| Effect =
        {{#var:Special7AlphaDmg}}        Alpha Damage
| Fruition =
        {{#var:Special7-Ability-Dmg}}    Stat Damage
| F-Duration =
        {{#var:Special7-Hit-Points}}    Hit Points
}}
        {{#var:Special7-Hit-Dice}}      Hit Dice
        {{#var:Special7-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special7-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special7-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility7ToHit =
-->
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
<!--   REPLACE "PACKED LIKE SARDINES" POWER
      MINION ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Minion" role. It replaces the default "Packed Like Sardines" power,  
        which allows minions to squeeze into the same space with another minion without
        penalty. Leave this blank if you want the "Packed Like Sardines" power to appear
        when this monster is designated as a "Minion" role.                                 -->


| NudgeAbility7TouchAttack =
| Role-Only--Replace-Minion-Power--Name =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility7SaveDC =  
| Role-Only--Replace-Minion-Power--Type =  
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| NudgeAbility7StandardDamage =  
| Role-Only--Replace-Minion-Power--Action-Required =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| NudgeAbility7SwiftDamage =  
| Role-Only--Replace-Minion-Power--Concentration =  
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| NudgeAbility7AlphaDamage =
| Role-Only--Replace-Minion-Power--Description =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility7-AbilityDamage =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
        or save DC numbers with variables:


| NudgeAbility7-HitPoints =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility7-HitDice =
   POISON / DISEASE FORMAT
   <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->


| NudgeAbility7-CR =  
{{Malady
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
| Name =
| Intensity =
| Save-Type =  
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility7-ManeuverOffense =
-->
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
<!--   REPLACE "DEADSHOT" POWER
      SHOOTER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Shooter" role. It replaces the default "Deadshot" power, which allows
        shooters to use any of their other special abilities at range, even if they are
        normally melee only.  Leave this blank if you want the "Deadshot" power to appear
        when this monster is designated as a "Shooter" role.                               -->


| NudgeAbility7-ManeuverDefense =
| Role-Only--Replace-Shooter-Power--Name =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->


| Role-Only--Replace-Shooter-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| Role-Only--Replace-Shooter-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


<!--   SPECIAL ABILITY 8  -->
| Role-Only--Replace-Shooter-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| Ability-8-Name =
| Role-Only--Replace-Shooter-Power--Description =  
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =  


  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
  <!--Available Variables:
        or save DC numbers with variables:
        {{#var:Special8ToHit}}          To-Hit
        {{#var:Special8TouchAttack}}    Touch To-Hit
        {{#var:Special8SaveDC}}          Save DC
        {{#var:Special8StandardDmg}}    Std Damage
        {{#var:Special8SwiftDmg}}        Swift Damage
        {{#var:Special8AlphaDmg}}        Alpha Damage
        {{#var:Special8-Ability-Dmg}}    Stat Damage
        {{#var:Special8-Hit-Points}}    Hit Points
        {{#var:Special8-Hit-Dice}}      Hit Dice
        {{#var:Special8-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special8-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special8-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility8ToHit =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility8TouchAttack =
   POISON / DISEASE FORMAT
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility8SaveDC =  
{{Malady
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility8StandardDamage =
-->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--   ADD SKIRMISHER ONLY POWER
      SKIRMISHER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Skirmisher" role.  Any other time, this ability will be
        invisible. It does not replace any of the default powers that skirmishers
        normally get.                                                                      -->


| NudgeAbility8SwiftDamage =
| Role-Only--Add-Skirmisher-Power--Name =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility8AlphaDamage =  
| Role-Only--Add-Skirmisher-Power--Type =  
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| NudgeAbility8-AbilityDamage =  
| Role-Only--Add-Skirmisher-Power--Action-Required =  
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->


| NudgeAbility8-HitPoints =  
| Role-Only--Add-Skirmisher-Power--Concentration =  
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| NudgeAbility8-HitDice =
| Role-Only--Add-Skirmisher-Power--Description =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->


| NudgeAbility8-CR =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
        or save DC numbers with variables:


| NudgeAbility8-ManeuverOffense =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility8-ManeuverDefense =
   POISON / DISEASE FORMAT
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->


{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


-->
<!--  REPLACE "FLASH BOMB!" POWER
      SNEAK ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Sneak" role. It replaces the default "Flash Bomb!" power, which allows
        sneaks to initiate a stealth stance even while observed (hide in plain sight).
        Leave this blank if you want the "Flash Bomb!" power to appear when this monster
        is designated as a "Sneak" role.                                                    -->


<!--   SPECIAL ABILITY 9  -->
| Role-Only--Replace-Sneak-Power--Name =


| Ability-9-Name =  
| Role-Only--Replace-Sneak-Power--Type =  
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| Ability-9-Type =  
| Role-Only--Replace-Sneak-Power--Action-Required =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-9-Concentration =  
| Role-Only--Replace-Sneak-Power--Concentration =  
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| Ability-9-Description =
| Role-Only--Replace-Sneak-Power--Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special91ToHit}}          To-Hit
        {{#var:Special9TouchAttack}}    Touch To-Hit
        {{#var:Special9SaveDC}}          Save DC
        {{#var:Special9StandardDmg}}    Std Damage
        {{#var:Special9SwiftDmg}}        Swift Damage
        {{#var:Special9AlphaDmg}}        Alpha Damage
        {{#var:Special9-Ability-Dmg}}    Stat Damage
        {{#var:Special9-Hit-Points}}    Hit Points
        {{#var:Special9-Hit-Dice}}      Hit Dice
        {{#var:Special9-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special9-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special9-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility9ToHit =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
        or save DC numbers with variables:


| NudgeAbility9TouchAttack =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility9SaveDC =
   POISON / DISEASE FORMAT
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility9StandardDamage =  
{{Malady
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility9SwiftDamage =
-->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--   REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->


| NudgeAbility9AlphaDamage =
| Role-Only--Replace-Swarm-Power--Name =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility9-AbilityDamage =  
| Role-Only--Replace-Swarm-Power--Type =  
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| NudgeAbility9-HitPoints =  
| Role-Only--Replace-Swarm-Power--Action-Required =  
   <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                           -->


| NudgeAbility9-HitDice =  
| Role-Only--Replace-Swarm-Power--Concentration =  
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| NudgeAbility9-CR =
| Role-Only--Replace-Swarm-Power--Description =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->


| NudgeAbility9-ManeuverOffense =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
        or save DC numbers with variables:


| NudgeAbility9-ManeuverDefense =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


  POISON / DISEASE FORMAT


{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


-->
<!--  COMBAT TACTICS  -->
<!--  COMBAT TACTICS  -->


| CombatTactics = Like many dragons, green dragons are ambush predators, preferring to hide in trees and surprise their enemies with tail attacks in any surprise round they might get.  This sets off their Terrible Majesty aura, and if the creatures run instead of standing to fight, the dragon will stay in the trees, following its prey and kill it with Addling Roar and Serpentine Tail attacks from range.
| CombatTactics = Like many dragons, green dragons are ambush predators, preferring to hide in trees and surprise their enemies with tail attacks in any surprise round they might get.  This sets off their Terrible Majesty aura, and if the creatures run instead of standing to fight, the dragon will stay in the trees, following its prey and kill it with Addling Roar and Serpentine Tail attacks from range.


:If its prey stands and fights, however, they will use their first round to breathe their acid cloud to gain concealment, spend an action point to charge their foes, and then use their remaining move action to make a coiling roll attack, now that they're on the ground.
If its prey stands and fights, however, they will use their first round to breathe their acid cloud to gain concealment, spend an action point to charge their foes, and then use their remaining move action to make a coiling roll attack, now that they're on the ground.


:Subsequent rounds will primarily consist full attack actions whenever possible.  The second action point can be spent to expand the area of effect of the acid cloud by breathing a second time, or to use Addling Roar to soften up the prey even more.
Subsequent rounds will primarily consist of full attack actions whenever possible.  The second action point can be spent to expand the area of effect of the acid cloud by breathing a second time, or to use Addling Roar to soften up the prey even more.


:Green dragons are smart predators, but vastly arrogant, and unlikely to flee from a battle they are losing.  If a fight starts to go poorly, they might use stealth to reposition themselves to better advantage, but they will probably fight to the death, assuming that lesser creatures have no chance of actually accomplishing that.
Green dragons are smart predators, but vastly arrogant, and unlikely to flee from a battle they are losing.  If a fight starts to go poorly, they might use stealth to reposition themselves to better advantage, but they will probably fight to the death, assuming that lesser creatures have no chance of actually accomplishing that.






<!--  OUT OF COMBAT   -->
<!--  OUT OF COMBAT   -->


| OutOfCombat = Green Dragons are both more solitary and more social than most dragons.  Thanks to their coiling semi-sentient tails, they have no need or desire for standard henchmen...which means that they like having people to talk to...sometimes.
| OutOfCombat = Green Dragons are both more solitary and more social than most dragons.  Thanks to their coiling semi-sentient tails, they have no need or desire for standard henchmen...which means that they like having people to talk to...sometimes.


:Green Dragons will have Maenads or Hags or even Drow and Duergar or some of the various reptilians or ophidians as uncomfortable neighbors, just to have somebody to lord it over.  Some green dragons will even start to feel rather possessive toward such 'friends', which can lead to weirdly unprovoked attacks on heroes fighting what seems like completely unrelated monsters.
Green Dragons will have Maenads or Hags or even Drow and Duergar or some of the various reptilians or ophidians as uncomfortable neighbors, just to have somebody to lord it over.  Some green dragons will even start to feel rather possessive toward such 'friends', which can lead to weirdly unprovoked attacks on heroes fighting what seems like completely unrelated monsters.


:All of which makes green dragons even more horrible than the fact that they're dragons....
All of which makes green dragons unpredictable foes, at the best of times.





Latest revision as of 21:51, 4 February 2023

Common Green Dragon (ThreatCR 13)

Pure Evil - Huge - Dragon
Lore: Know (Arcana)
24 41
Basic DC Full DC
Initiative
Initiative Icon 2.png
26
Perception:
35 +25
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
35
Man Def
Shield Icon 3.png
36
Monster Health
1,008 504 25
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +15
Refl: +16
Will: +15

Strong Against:

  • (Threat Role) Immunity (partial 5): Threats are immune to the first five conditions applied to them during an encounter. If a sixth condition is applied to a threat, it is resolved normally. A 'condition' is defined as any non-instantaneous harmful effect applied to the monster, other than damage, but is most commonly one of the defined Status Conditions (but it doesn't have to be). Statuses related to damage (such as injured, bloodied, staggered, dying, or dead) are not 'conditions', and cannot be negated or avoided with this ability.
  • (Dragon 1) Immune (no effect): magical sleep (drowsy, sluggish, asleep), paralyzed, stunned
  • (Dragon 2) Immune (no effect): sonic (energy, common)
  • (Dragon 3) Immune (no effect): fear
  • Immune (no effect): Poison
  • Immune (no effect): Prone
  • (Detached Tails Only) Immune (no effect): all spells, spell-like, and supernatural abilities that require a Will save.
Weak Against:

Offense

Size: Huge
15 ft. 5 ft.
Space Reach
To-Hit
+20
Sword Icon 3.png
Man Off
+23
Sword Icon 3.png
Action
3
Points

Standard Attack (Melee):

  • 1x Virulent Bite +20 (4d10+29/x2)
    as crushing (physical, common)
  • 1x Serpentine Tail +20 (4d10+29/x2)
    as bludgeoning (physical, common)
    affects all enemies in a 2x2 square area, plus: Lancing Strike and Acidic Tail Stinger

Full Attack (Melee):

  • 1x Virulent Bite +20 (4d10+29/x2)
    as crushing (physical, common)
  • 2x Serpentine Tail +20 (4d10+29/x2)
    as bludgeoning (physical, common)
    affects all enemies in a 2x2 square area, plus: Lancing Strike and Acidic Tail Stinger

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

26
STR
33
DEX
21
CON
22
INT
16
WIS
30
CHA

Skills:

Languages: Draconic, Common, Awnsheghlien

Feats:

Special Abilities

Addling Roar (Ex) Standard Action

As a standard action, the dragon may emit an ear-shattering howl of unimaginable power. This is a sonic-based attack that affects all creatures within 100 feet of the dragon's space. The dragon must have line of effect for this power to operate, but does not require line of sight. This power inflicts 4d8+20 of Sonic (energy, common) damage, with a Fort save, DC 23, for half damage.

Terrible Majesty (Su, Fear) Free Action 1/day

Once per day as a free action, the dragon can exude its Terrible Majesty upon all enemy creatures within 100 feet of the dragon's space, forcing them to make a Will save versus a DC of 23. Terrible Majesty requires line of sight, but does not require line of effect. Affected enemy creatures find themselves in the center of a 3x3 cloud of noxious gas, which blocks line of sight for all visual senses. Those creatures which fail the saving throw suffer 4d8+20 points of acid (energy, common) damage, gain the Trembling condition until the end of the encounter, and the pocket of toxic vapors around them persists until the end of the encounter. Beyond the initial damage, the pockets of gas deal no further damage, but continue to block line of sight for visual senses. Those who succeed on the save take only half damage, and are instead Nervous for one round, and their pocket of noxious gas dissipates immediately.

Neither the Trembling nor Nervous conditions caused by Terrible Majesty can be prematurely ended by moving further away from the dragon; they must either be allowed to expire as described above, or cured through some other means.

Acid Cloud Breath (Su) Standard Action

As a standard action, the green dragon aspirates a long hiss, exhaling a cloud of noxious, acidic gas in a 30-foot cone. Creatures caught in the radius of the breath weapon must make a Reflex save, DC 23, or take 4d8+20 points of acid (energy, common) damage. Those who succeed on the save take only half damage.

Furthermore, the cloud lingers on the battlefield until the end of the encounter, dealing an additional 4d6+12 points of acid damage to all creatures within it at the start of each of the dragon's turns. (GM's are encouraged to add the cloud to the initiative order just before the dragon, to help remember this damage effect).

Last, all creatures inside the cloud gain partial concealment (automatically miss on a natural result of a 6 or less on the d20) against any other creature who relies on sight-based senses for targeting. Because of its blindsense ability, the green dragon ignores this concealment. Green dragons can use this partial concealment to initiate a Stealth stance instead of needing total concealment, though they must follow all other rules for Stealth.

Coiling Roll (Ex) Swift Action 1/Rnd

As a swift action up to once per round, the dragon may use Coiling Roll to move up to double its Walk speed (40 feet) and end its move in a space occupied by one or more creatures, instead of having to end its move in an unoccupied space. Creatures who are in one or more of the spaces where the dragon ends this move action are moved to any square adjacent to the dragon's current space (the dragon chooses which space this is), following the standard rules for Forced Movement, as the dragon twists and rolls in a roiling, serpentine ball. Additionally, affected creatures must make a Reflex save, DC 23, or take 4d6+12 points of bludgeoning (physical, common) damage and be knocked Prone. Anyone knocked prone by this damage (those who failed their save) who wish to resist the forced movement by voluntarily falling prone are Splayed (since they are already prone). Creatures who succeed on their save take no damage and are not knocked prone, but they are still subject to the forced movement.

If a character somehow fully resists the dragon's forced movement and chooses to remain in the dragon's space, neither the character nor the dragon are considered squeezing (see Stepover and Internal Flanking). Note that the Serpentine Tails of the dragon can take advantage of these internal flanks as though they were separate creatures.

The forced move, damage and prone effects only apply to any creatures who occupy one or more of the squares where the dragon ENDS the move action. Furthermore, Coiling Roll can only be used by the dragon if it begins and ends its move on the ground (it may not use Coiling Roll with its Brachiating or Greater Flight movement speeds). Finally, Coiling Roll can never be used more than once per round, regardless of how many swift actions or action points the dragon uses in a given round.

Coiling Roll provokes attacks of opportunity as with normal movement, unless the dragon is stealthed at the time it uses it. If so, the dragon loses stealth at the end of the Coiling Roll action, since Coiling Roll is an attack.

Serpentine Tails (Ex) Special
x}}

Green dragons usually have at least two tails by default, as part of their standard Threat role monster. However, if they are not a Threat, depending on party size, a green dragon may have more or less than two tails, based on the Henchmen rules. A party with four or fewer PCs would encounter a "normal" Threat-class Green Dragon, which has 2 tails, whereas a party of 5 PCs would encounter a green dragon with 3 tails, etc. There is no limit to the number of tails a green dragon could theoretically possess.

Each Serpentine Tail possesses the following characteristics:

  • Each tail contains its own set of sensory organs granting it Blindsense 60 ft.
  • Each tail is treated as a separate creature for purposes of targeting, being targeted, and hit points. Indeed, the hit points of the tails must be tracked separately for each tail, and the dragon's hit points are tracked separately from that. GM's should assign a number to each of the tails during the encounter, to let the players more clearly attack the tail they want.
  • If any tail is damaged while the dragon's body is alive, the tail takes only half damage from the attack (round up), with the other half going to the dragon's body (round down). It is entirely possible to kill one or more of a green dragon's tails before you kill the dragon itself (and, indeed, is actually a great tactic!). Once a tail is detached from its host dragon, it takes full damage from attacks as normal.
  • While the host dragon lives, Serpentine Tails share all of its host dragon's characteristics, such as its senses, movement types, defenses and immunities.
  • Serpentine Tails also share the space of the host dragon until the dragon's body is slain, at which point they are split into distinct, size-large creatures, each with their own independent movement and attacks. (See Detach Tails, below, for details).
  • When a serpentine tail attacks, it is treated as having inclusive reach 40 feet, but only for attacks made during the dragon's (or the detached tail's) turn.
  • Attacks of opportunity, or other attacks made outside of the dragon's turn do not gain the benefit of this inclusive reach, and are instead limited to the dragon's normal reach (5 feet).
  • This inclusive reach is neither movement nor a ranged attack, so it does not provoke attacks of opportunity.
  • When a serpentine tail attacks, it targets a 2x2-square area within its reach, and makes an attack roll against each enemy creature in that area. Damage is rolled only once for all creatures struck by the attack.
  • Successful hits by a serpentine tail can also inflict Acidic Venom, which is injected by the barbed spine on the end of the tail.

Acidic Tail Stinger (Ex, Poison) Automatic after successful tail attack

Any successful attack by a serpentine tail also has a chance to inject a flesh-dissolving venom into its target(s):

Stinger Venom    (Injury vector; Poisoned intensity)
Save: Fort DC 23;     Frequency: 1/round for 3 rounds
Effect: 1d4 DEX Damage, and a 13 point Ruptured as Acid (energy, common) damage
Fruition: Target gains a vulnerability to Acid (energy, common) damage
Fruition Duration: permanent until cured
Acidic Venom is injected any time one of the serpentine tails hits a target, regardless of whether the tail is attached or detached from its dragon host.

Detach Tails (Ex; Threat Role) Auto Upon Death

The first time that the dragon is reduced to zero or fewer hit points, the dragon collapses to the ground and dies. During this time, any damage or status conditions applied to the dragon or its tails deal no damage and cannot inflict new status conditions or ongoing effects. At the start of the dragon's next turn, all of the currently surviving Serpentine Tails are healed to full hit points, and burst from the dragon's body in a gory spectacle, each of them landing in a space anywhere within 50 feet of the dragon's corpse (this is treated as forced movement, and does not provoke attacks of opportunity). The separated tails coil and thrash about, continuing to behave as independent creatures, except with limited mobility. If the dragon was suffering from any status conditions when it was slain, those conditions are immediately cleared from the surviving tails.

Tails which were already slain before the dragon activates Detach Tail remain slain.

Detached tails each have Blindsense 60 ft., ensuring the tails remain dangerous even after the dragon is slain, detaching from the dragon's body and thrashing about with spasmodic abandon and unimpaired accuracy. However, a Serpentine Tail has no mind of its own, so it will indiscriminately attack all non-dragon creatures in its vicinity if the host dragon dies. (Other detached tails are considered dragons for purposes of this targeting.)

Detached tails have the following movement types: Walk 20 ft., Brachiating 20 ft. They lose all of the dragon's other senses and movement types, but retain its other immunities, and additionally become immune to spells, spell-like, and supernatural abilities which require a Will save (since they are mindless).

Detached tails can still attack, making use of their inclusive reach 40' (but only during their own turns, not for attacks of opportunity). They can still also inject Acidic Venom on a successful hit.

When the dragon's body is slain, any unspent action points are lost. Don't let this happen to you!

Optional: GM's looking for a recurring Green Dragon villain could make the Detach Tail ability voluntary (1 swift action per tail), allowing the dragon to leave behind a distraction and escape using stealth and flight. Regrowing a detached tail should take some appropriately long time (at minimum, a full night's rest), giving the dragon plenty of time to fester with rage and a need for vengeance on the party that did this to him.

Common Green Dragon

Common Green Dragon

This creature possesses the Threat role, and therefore counts as 4 monsters for purposes of encounter size, XP award, and treasure.

This monster frequently has the Threat role, but may be set to other roles if desired.

Dragons are so different from every other creature that they have their own unique classification. They have four legs, although the front 'feet' are dexterous enough to serve quite well as hands. They also have two or more completely functional wings, and they are powerful and speedy fliers. They have a large and dexterous prehensile tail, and seeing a monster as big as a dragon hanging from a branch is a sight you will remember for the rest of your life, however long that might be.

Dragons are intelligent and terribly alien. What a dragon considers important is not what other races consider important. They are also frequently, but not always, intensely malign. Some rare dragons may be allies with lesser races (all races are lesser to a dragon, as they see it) or even genuine friends to others. Most dragons, even those traditionally considered "good," are vain and jealous things, consumed with petty grievances and cruel enough to punish every slight, no matter how small or imaginary.

Dragons will hunt at great distances. Due to their powerful and magically enhanced metabolisms, dragons need to eat far less than would seem 'natural' for a beast their size. Rather than a blessing, this is a terrible curse upon the world, because things as awful as dragons should be rare, and, as the name "common red" might imply, they are not. Even worse, since dragons need far less food than is natural, they tend to be horrifically picky eaters, and have been known to kill an entire herd of cows to find the tastiest one, or rampage through an entire town looking for the prettiest maiden.

Dragons also have a tendency to 'play' with their food in most terrible ways. If you want to rescue that prettiest maiden, best to be quick about it. It is often speculated that dragons are deliberately wretched in their behavior, in order to force would-be dragon-slayers into action 'before they're ready', and so increase the dragon's long-term safety. Indeed, many dragons are far too intelligent and clever for their own good. There are hundreds of stories of adventurers taunting dragons into foolish actions, and it is true that, in a battle, it is hard for a dragon to take any 'lesser' race seriously. In a dragon's mind, the only creatures worthy of consideration, much less respect, are other dragons.

The world belongs to the dragons. The rest of us just live here.

Dragons tend to be categorized into loose species-groups based upon their physical appearance and traits. Most common among these are the white, black, blue, green, red chromatic dragons, followed closely by the bronze, copper, silver, gold and platinum metallic dragons. Other species groups exist, such as the earth dragons (brown, gray, yellow, and ocher), the spirit dragons (force, prismatic, empyrean, and tellurian) the gem dragons (crystal, onyx, jade, sapphire, ruby and amber), the drifting dragons (cloud, mist, shadow, sand, and dust), and the tempered dragons (iron, steel, mithril and adamant), to name the most common. In addition there are many odd dragons which defy categorization, such as coiled dragons, nested dragons, radiant dragons, sea dragons, celestial dragons, star dragons, moon dragons, sun dragons, fairy dragons, and many, many more besides.

While the physical appearance of the dragon is the easiest means of distinguishing them from one another, a dragon's coloration isn't a drab monochrome. Green dragons, for example, are mottled with browns, tans and olive colors in addition to their base green color, allowing them to effortlessly blend into flora-rich environments. While they prefer forests and other areas with ubiquitous flora, green dragons can be found nearly anywhere.

Green dragons are unique in several ways from other traditional dragons. First, while they are quite competent fliers, they are also absurdly quick climbers, able to slither through forest branches with terrible grace. Second, they always have at least two tails (and sometimes more than two), each carrying a straight, poisoned barb on the end. While in motion, the tails do not appear disproportionately long, but in combat, they can stretch them to startling lengths attacking distant foes with surgical precision.

Combat Tactics

Like many dragons, green dragons are ambush predators, preferring to hide in trees and surprise their enemies with tail attacks in any surprise round they might get. This sets off their Terrible Majesty aura, and if the creatures run instead of standing to fight, the dragon will stay in the trees, following its prey and kill it with Addling Roar and Serpentine Tail attacks from range.

If its prey stands and fights, however, they will use their first round to breathe their acid cloud to gain concealment, spend an action point to charge their foes, and then use their remaining move action to make a coiling roll attack, now that they're on the ground.

Subsequent rounds will primarily consist of full attack actions whenever possible. The second action point can be spent to expand the area of effect of the acid cloud by breathing a second time, or to use Addling Roar to soften up the prey even more.

Green dragons are smart predators, but vastly arrogant, and unlikely to flee from a battle they are losing. If a fight starts to go poorly, they might use stealth to reposition themselves to better advantage, but they will probably fight to the death, assuming that lesser creatures have no chance of actually accomplishing that.

Out of Combat

Green Dragons are both more solitary and more social than most dragons. Thanks to their coiling semi-sentient tails, they have no need or desire for standard henchmen...which means that they like having people to talk to...sometimes.

Green Dragons will have Maenads or Hags or even Drow and Duergar or some of the various reptilians or ophidians as uncomfortable neighbors, just to have somebody to lord it over. Some green dragons will even start to feel rather possessive toward such 'friends', which can lead to weirdly unprovoked attacks on heroes fighting what seems like completely unrelated monsters.

All of which makes green dragons unpredictable foes, at the best of times.

Rewards

XP: 102,400 (Threat role included.)

Treasure: Sellable Goods worth 88,125 gp. (Threat role and Dragon bonus included, which is 5 greater than normal for this CR.)

Weight: 520 lbs.     Volume: 20.8 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 5 Nothing Found
6 - 10 1 Languid Remnant (tier 1)
11 - 14 1 Pale Remnant (tier 2)
15 - 17 1 Bright Remnant (tier 3)
18 - 20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 5 Languid Remnants (tier 1)
2 - 5 5 Pale Remnants (tier 2)
6 - 10 1 Intense Remnant (tier 4)
11 - 14 1 Blazing Remnant (tier 5)
15 - 17 1 Vital Remnant (tier 6)
18 - 20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 5 Bright Remnants (tier 3)
2 5 Intense Remnants (tier 4)
3 - 6 5 Blazing Remnants (tier 5)
7 - 10 5 Vital Remnants (tier 6)
11 - 14 1 Prime Remnant (tier 7)
15 - 17 1 Mythic Remnant (tier 8)
18 - 20 1 Empyrean Remnant (tier 9)