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  1. 1 Ancient Green Dragon Skull. If a creature with at least 18 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, chariot, throne, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  2. 2 Greeen Dragon Wing (FAILED). Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to poison damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  3. 1 Green Dragon Tail. Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Potion of Poison Immunity (grants immunity to poison damage for 1 hour).
  4. 2d10 Green Dragon Fangs. Acts as a magical Shortsword that deals an additional 4 (1d8) poison damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to poison damage. The warrior will attack the first thing it sees, fighting until dead.
  5. 3d4 Green Dragon Claws(FAILED). Acts as a magical dagger that deals an additional 4 (1d8) poison damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) poison damage on a hit. This poison damage ignores poison resistance, but not immunity.
  6. 5 Strips of Green Dragon Hide. Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet, and the ability to breathe underwater
  7. 1 Ancient Green Dragon Heart. If a humanoid creature’s heart is removed or damaged in some way, the dragon’s heart can be placed in the wound. This saves the creature’s life, and confers the following benefits: The creature’s Strength, Constitution, and Charisma increase by 2, to a maximum of 22. The creature gains one use of the Legendary Resistance trait (once per day, if the creature fails a saving throw, it may choose to succeed instead). The creature gains immunity to poison damage, a flying speed equal to their walking speed, and darkvision out to 120 feet. Additionally, the creature’s alignment becomes Lawful Evil if it wasn’t already, and they may become an NPC under the DM’s control.
  8. 1 Ancient Green Dragon Poison Lung. Difficult to handle, deals 9 (2d8) poison damage per round to any organic material in contact with it. Can be mastercrafted (alchemist’s supplies) into a Green Dragon’s Bane Poison (if ingested, a creature must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much on a success).
  9. 3d10 Green Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to poison damage while in use.
  10. 3 Green Dragon Spines (FAILED). Acts as a magical dagger +1. 3 of these can be mastercrafted (smith’s tools) into a magical shortsword +3 whose wielder can cast Plant Growth as an action once per day
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