Source Pathfinder RPG Bestiary pg. 96 Strange shapes dart about within the acrid fog surrounding this greenscaled dragon, and a large horn rises from its snout.
True dragons are divided into two broad categories: chromatic and metallic. Chromatic dragons are almost universally evil, seeking only to slake their endless lust for food, treasure, and bloodshed. Metallic dragons are generally good and often protect the lands under their care. Age Categories Many of a true dragon's abilities, attacks, and other statistics improve as a dragon grows older. These increases are divided into 12 age categories—as a dragon ages, its base statistics change as noted on the Dragon Age Categories table.
Age Category  Age in Years  CR  Size  Hit Dice  Natural Armor  Breath Weapon  1 Wyrmling  0–5  Base  Base  Base  Base  Base  2 Very young  6–15  Base + 2  Base + 1  Base + 2  Base + 3  Base × 2  3 Young  16–25  Base + 4  Base + 2  Base + 4  Base + 6  Base × 3  4 Juvenile  26–50  Base + 5  Base + 2  Base + 6  Base + 9  Base × 4  5 Young adult  51–100  Base + 7  Base + 3  Base + 8  Base + 12  Base × 5  6 Adult  101–200  Base + 8  Base + 3  Base + 10  Base + 15  Base × 6  7 Mature adult  201–400  Base + 9  Base + 3  Base + 12  Base + 18  Base × 7  8 Old  401–600  Base + 11  Base + 4  Base + 14  Base + 21  Base × 8  9 Very old  601–800  Base + 12  Base + 4  Base + 16  Base + 24  Base × 9  10 Ancient  801–1,000  Base + 13  Base + 4  Base + 18  Base + 27  Base × 10  11 Wyrm  1,001–1,200  Base + 14  Base + 4  Base + 20  Base + 30  Base × 11  12 Great wyrm  1,201+  Base + 16  Base + 5  Base + 22  Base + 33  Base × 12 
Age Category: This is the age category's name. Age in Years: This is the dragon's actual age. CR: This column modifies the dragon's base CR. Size: This shows how many size categories by which to increase the dragon's base size, depending on its age (from Tiny to Small, Small to Medium, and so on). A true dragon does not gain the standard increases to ability scores when it achieves a larger size—instead, true dragons gain ability score increases according to their age category, as indicated on the Dragon Ability Scores table. Hit Dice: This shows how many additional Hit Dice a dragon gains over its base Hit Dice as it grows. Increases to Hit Dice grant extra hit points, feats, and skill ranks as well as increase the dragon's base attack bonus and base save bonuses. Dragons have skill ranks equal to 6 + their Intelligence modifier per Hit Die. A dragon's increases to ability scores for gaining Hit Dice are included in the total ability score increases (see the Dragon Ability Scores table). Natural Armor: This shows by what amount the dragon's base natural armor bonus increases with each age category. Breath Weapon: Each dragon has a breath weapon (see Combat) that deals a base amount of damage. This multiplier increases the number of dice of damage dealt by the dragon's breath weapon. For example, a mature adult dragon with a base breath weapon that deals 2d6 acid damage would deal 14d6 acid damage (due to the ×7 multiplier).
Age Category  Str  Dex  Con  Int  Wis  Chr  1 Wyrmling  Base  Base  Base  Base  Base  Base  2 Very young  Base + 4  Base – 2  Base + 2  Base + 2  Base + 2  Base + 2  3 Young  Base + 8  Base – 2  Base + 4  Base + 2  Base + 2  Base + 2  4 Juvenile  Base + 10  Base – 2  Base + 6  Base + 4  Base + 4  Base + 4  5 Young adult  Base + 12  Base – 4  Base + 6  Base + 4  Base + 4  Base + 4  6 Adult  Base + 14  Base – 4  Base + 8  Base + 6  Base + 6  Base + 6  7 Mature adult  Base + 16  Base – 4  Base + 8  Base + 6  Base + 6  Base + 6  8 Old  Base + 18  Base – 6  Base + 10  Base + 8  Base + 8  Base + 8  9 Very old  Base + 20  Base – 6  Base + 10  Base + 8  Base + 8  Base + 8  10 Ancient  Base + 22  Base – 6  Base + 12  Base + 10  Base + 10  Base + 10  11 Wyrm  Base + 24  Base – 8  Base + 12  Base + 10  Base + 10  Base + 10  12 Great wyrm  Base + 26  Base – 8  Base + 14  Base + 12  Base + 12  Base + 12  Combat The Dragon Attacks and Speeds table lists the attacks a dragon can employ and the damage it deals (a dash indicates that a dragon of that size does not possess that natural attack). Other abilities described here are gained by dragons when they reach a specific age category.
Size  Fly Speed (maneuverability)  1 Bite  2 Claws  2 Wings  1 Tail Slap  1 Crush  1 Tail Sweep  Breath Weapon  Line  Cone  Tiny  100 ft. (average)  1d4  1d3  —  —  —  —  30 ft.  15 ft.  Small  150 ft. (average)  1d6  1d4  —  —  —  —  40 ft.  20 ft.  Medium  150 ft. (average)  1d8  1d6  1d4  —  —  —  60 ft.  30 ft.  Large  200 ft. (poor)  2d6  1d8  1d6  1d8  —  —  80 ft.  40 ft.  Huge  200 ft. (poor)  2d8  2d6  1d8  2d6  2d8  —  100 ft.  50 ft.  Gargantuan  250 ft. (clumsy)  4d6  2d8  2d6  2d8  4d6  2d6  120 ft.  60 ft.  Colossal  250 ft. (clumsy)  4d8  4d6  2d8  4d6  4d8  2d8  140 ft.  70 ft.  Fly Speed: A dragon's fly speed increases as indicated, according to its size. Bite: This is a primary attack that deals the indicated damage plus 11/2 times the dragon's Strength bonus (even though it has more than one attack). A dragon's bite attack has reach as if the creature were one size category larger (+10 feet for Colossal dragons). Claws: These primary attacks deal the indicated damage plus the dragon's Strength bonus. Wings: The dragon can slam foes with its wings, even when flying. Wing attacks are secondary attacks that deal the indicated damage plus 1/2 the dragon's Strength bonus. Tail Slap: The dragon can slap one foe each round with its tail. A tail slap is a secondary attack that deals the indicated damage plus 11/2 times the dragon's Strength bonus (this is an exception to the normal secondary attack rules). Crush (Ex): A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the dragon's space. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don't escape. A crush attack deals the indicated damage plus 11/2 times the dragon's Strength bonus. Tail Sweep (Ex): This allows a Gargantuan or larger dragon to sweep with its tail as a standard action. The sweep affects a halfcircle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon's space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 11/2 times the dragon's Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon's breath weapon). Breath Weapon (Su): Using a breath weapon is a standard action. A dragon can use its breath weapon once every 1d4 rounds, even if it possesses more than one breath weapon. A breath weapon always starts at an intersection adjacent to the dragon and extends in a direction of the dragon's choice. Breath weapons come in two shapes, lines and cones, whose areas vary with the dragon's size. If a breath weapon deals damage, those caught in the area can attempt Reflex saves to take half damage. The save DC against a breath weapon is 10 + 1/2 dragon's HD + dragon's Con modifier. Saves against various breath weapons use the same DC; the type of saving throw is noted in the variety descriptions. A dragon can use its breath weapon when it is grappling or being grappled. Additional Dragon Rules Dragon Senses (Ex): Dragons have darkvision 120 ft. and blindsense 60 ft. They see four times as well as a human in dim light and twice as well in normal light. Frightful Presence (Ex): A dragon's frightful presence has a range equal to 30 feet × the dragon's age category, but otherwise functions as detailed in the Universal Monster Rules. Spells: A dragon knows and casts arcane spells as a sorcerer of the level indicated in its specific description. Its caster level depends on its age, as shown for each type. SpellLike Abilities: A dragon's caster level for its spelllike abilities is equal to its total Hit Dice. Damage Reduction: Dragons gain damage reduction as they age, as indicated on each dragon's specific entry. Their natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Immunities (Ex): Every dragon is immune to sleep and paralysis. In addition, a dragon is immune to one or two additional forms of attack no matter what its age, as given in its description. Spell Resistance (Ex): As dragons grow older, they become more resistant to spells and spelllike abilities, as indicated in the dragon descriptions. A dragon's SR is equal to 11 + its CR. Green Dragon LE dragon (air) Base Statistics CR 4; Size Small; Hit Dice 5d12 Speed 40 ft., swim 40 ft. Natural Armor +4; Breath Weapon cone, 2d6 acid Str 13, Dex 14, Con 13, Int 10, Wis 11, Cha 10 Ecology Environment temperate forests Organization solitary Treasure triple Special Abilities Awaken Treants (Su) A great wyrm dragon can call on the forest itself to aid it, animating a number of trees to serve as treants to protect it. These treants can be called from any Huge or larger living tree. A green dragon can create a single treant as a standard action, up to a total of 4 treants per day. These treants remain animated for up to 1 hour, at which time they revert to being ordinary trees. Camouflage (Ex) An old or older green dragon can use Stealth to hide in any sort of natural terrain, even if the terrain does not grant cover or concealment. Miasma (Su) An ancient or older green dragon can use its breath weapon to create a cloud of acid as a standard action that deals damage to any creature inside it. The cloud moves with the dragon and has a radius of 20 feet. When it's created, anyone inside this area takes an amount of damage equal to half the dragon's breath weapon, with a Reflex save for half damage. The number of damage dice rolled is halved each round until the result would be less than 1d6. Any creature that starts its turn inside the cloud takes damage, but can make a Reflex save for half. A strong wind, such as that created by a gust of wind, disperses the cloud in 1 round. SpellLike Abilities (Sp) A green dragon gains the following spelllike abilities, usable at will upon reaching the listed age category. Young—entangle; Juvenile—charm person; Adult—suggestion; Old—plant growth; Ancient—dominate person; Great wyrm—command plants. Trackless Step (Ex) An adult or older green dragon does not leave a trail in natural surroundings and cannot be tracked. A green dragon can choose to leave a trail, if it so desires. Water Breathing (Ex) A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged. Woodland Stride (Ex) A very young or older green dragon can move through any sort of foliage at full speed without taking damage or suffering impairment. Areas of foliage that have been magically manipulated affect it normally.
Age Category  Special Abilities  Caster Level  Wyrmling  Immunity to acid, water breathing  —  Very young  Woodland stride  —  Young  Entangle  —  Juvenile  Frightful presence, charm person  1st  Young adult  DR 5/magic, spell resistance  3rd  Adult  Trackless step, suggestion  5th  Mature adult  DR 10/magic  7th  Old  Camouflage, plant growth  9th  Very old  DR 15/magic  11th  Ancient  Miasma, dominate person  13th  Wyrm  DR 20/magic  15th  Great wyrm  Awaken treants, command plants  17th  Creatures in Mythic "Dragon (Green)" CategoryDragon (Green), Very Old Green DragonMythic Very Old Green Dragon CR 20/MR 8Source Mythic Adventures pg. 189 XP 307,200 LE Gargantuan dragon (air, mythic) Init –1; Senses blindsense 60 ft., darkvision 120 ft., lowlight vision, greensight; Perception +32 Aura frightful presence (270 ft., DC 26)DefenseAC 41, touch 5, flatfooted 41 (–1 Dex, +36 natural, –4 size) hp 342 (21d12+206); fast healing 5 Fort +18, Ref +11, Will +18 Defensive Abilities dragon blood (2d6 acid); DR 15/epic and magic; Immune acid, dragon traits, paralysis, poison, sleep; SR 31OffenseSpeed 40 ft., fly 250 ft. (clumsy), swim 40 ft. Melee bite +30 (4d6+19/18–20 plus grab), 2 claws +30 (2d8+13/18–20), tail slap +28 (2d8+19), 2 wings +28 (2d6+6) Space 20 ft., Reach 15 ft. (20 ft. with bite) Special Attacks breath weapon (60ft. cone, 18d6 acid damage, Reflex DC 26 half, usable every 1d4 rounds), crush, delirious breath, dragon fury (2d6 acid), mythic power (8/day, surge +1d10), swallow whole (2d6 bludgeoning and 2d6 acid damage, AC 24, 34 hp), tail sweep (DC 26, 2d6+19) SpellLike Abilities (CL 21st; concentration +27) At will—arcane eye, charm person (DC 17), entangle (DC 17), plant growth, suggestion (DC 19) Sorcerer Spells Known (CL 11th; concentration +17) 5th (5)—polymorph, teleport 4th (7)—dimension door, ice storm, scrying (DC 20) 3rd (7)—dispel magic, displacement, haste 2nd (8)—alter self, detect thoughts (DC 18), locate object, mirror image, see invisibility 1st (8)—magic missile, shield, silent image (DC 17), summon monster I, ventriloquism (DC 17)StatisticsStr 37, Dex 8, Con 23, Int 18, Wis 19, Cha 22 Base Atk +21; CMB +38 (+42 grapple); CMD 47 (51 vs. trip) Feats Alertness, Blinding Critical, Cleave, Critical Focus^{M}, Flyby Attack, Great Cleave, Improved Critical (bite)^{M}, Improved Critical (claws)^{M}, Iron Will^{M}, Multiattack, Power Attack Skills Fly +9, Knowledge (arcana, local, and naturel) +28, Perception +32, Sense Motive +6, Spellcraft +28, Stealth +11, Survival +28, Swim +45, Use Magic Device +30 Languages Common, Draconic, Elven, Giant, Sylvan SQ camouflage, dragon cantrips, trackless step, water breathing, woodland strideEcologyEnvironment temperate forests Organization solitary Treasure tripleSpecial AbilitiesCamouflage (Ex) The dragon can use Stealth to hide in any sort of natural terrain, even if the terrain does not grant cover or concealment.
Delirious Breath (Su) Creatures who fail their saves against the dragon’s breath weapon are either confused or nauseated for 1 round. The dragon chooses which effect to apply when it uses its breath weapon, and it can use only one effect per breath.
Water Breathing (Ex) A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.DescriptionA mythic green dragon embodies the confusion and fear of becoming lost in a strange forest. It stalks its prey with surprising stealth and subterfuge, preferring the taste of terrified, maddened creatures.
