Scalet
Tiny • Dragon • Unaligned
Armor Class 14
Hit Points 10 (3d4 + 3)
Speed 30 ft., climb 30 ft., swim 30 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 12 (+1) | 12 (+1) | 4 (-3) | 12 (+1) | 7 (-2) |
Skills Perception +3, Sleight of Hand +3
Damage Resistances acid, cold, fire, lightning, or poison (one of the GM’s choice)
Senses darkvision 60 ft., passive Perception 13
Languages understands Draconic but can’t speak
CR 1/8 (XP 25; PB +2)

Amphibious. The scalet can breathe air and water.
Familiar. The scalet can serve another creature as a familiar. A dragon the scalet is serving can, as an action, see through the scalet’s eyes and hear what it hears until the start of its next turn. During this time, it is deaf and blind with regard to its own senses.
Hoard Instinct. The scalelet always knows the location of unattended coins or gems in a 10-foot emanation originating from it.
Spider Climb. The scalet can climb difficult surfaces, including along ceilings, without needing to make an ability check.
ACTIONS
Bite. Melee Weapon Attack: +3, reach 5 ft. Hit: 3 (1d4 + 1) piercing damage.
BONUS ACTIONS
Gulp Down. The scalet swallows an unsecured Tiny object it is holding. As a bonus action, the scalet can regurgitate the object.
Scalet
Tiny • Dragon • Unaligned
Armor Class 13
Hit Points 2 (1d4)
Speed 30 ft., climb 30 ft., swim 30 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 10 (+0) | 10 (+0) | 4 (-3) | 10 (+0) | 7 (-2) |
Skills Perception +2, Sleight of Hand +2
Damage Resistances acid, cold, fire, lightning, or poison (one of the GM’s choice)
Senses darkvision 60 ft., passive Perception 13
Languages understands Draconic but can’t speak
CR 0 (XP 10; PB +2)

Amphibious. The scalet can breathe air and water.
Familiar. The scalet can serve another creature as a familiar. A dragon the scalet is serving can, as an action, see through the scalet’s eyes and hear what it hears until the start of its next turn. During this time, it is deaf and blind with regard to its own senses.
Hoard Instinct. The scalelet always knows the location of unattended coins or gems in a 10-foot emanation originating from it.
Spider Climb. The scalet can climb difficult surfaces, including along ceilings, without needing to make an ability check.
ACTIONS
Bite. Melee Weapon Attack: +2, reach 5 ft. Hit: 1 piercing damage.
BONUS ACTIONS
Gulp Down. The scalet swallows an unsecured Tiny object it is holding. As a bonus action, the scalet can regurgitate the object.
Scalet
Tiny • Dragon • Unaligned
Armor Class 15
Hit Points 36 (8d4 + 16)
Speed 30 ft., climb 30 ft., swim 30 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 14 (+2) | 4 (-3) | 12 (+1) | 7 (-2) |
Skills Perception +3, Sleight of Hand +4
Damage Resistances acid, cold, fire, lightning, or poison (one of the GM’s choice)
Senses darkvision 60 ft., passive Perception 13
Languages understands Draconic but can’t speak
CR 1 (XP 200; PB +2)

Amphibious. The scalet can breathe air and water.
Familiar. The scalet can serve another creature as a familiar. A dragon the scalet is serving can, as an action, see through the scalet’s eyes and hear what it hears until the start of its next turn. During this time, it is deaf and blind with regard to its own senses.
Hoard Instinct. The scalelet always knows the location of unattended coins or gems in a 10-foot emanation originating from it.
Spider Climb. The scalet can climb difficult surfaces, including along ceilings, without needing to make an ability check.
ACTIONS
Multiattack. The scalet makes two Bite attacks.
Bite. Melee Weapon Attack: +4, reach 5 ft. Hit: 5 (1d6 + 2) piercing damage.
BONUS ACTIONS
Gulp Down. The scalet swallows an unsecured Tiny object it is holding. As a bonus action, the scalet can regurgitate the object.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
