Me.Mimic

Drogulum

A draconic monstrosity with several tentacles, four of which end in large blue crystals.

Huge Dragon, Neutral

Armor Class 18

Hit Points 199 (19d12 + 76)

Speed 30 ft., burrow 30 ft., climb 30 ft.

Initiative +7 (17)

STR DEX CON INT WIS CHA
22 (+6)
14 (+2)
19 (+4)
13 (+1)
20 (+5)
16 (+3)

Saving Throws Con +9, Int +6, Wis +10, Cha +8

Skills Arcana +6, Investigation +6, Perception +10

Condition Immunity charmed, deafened, frightened

Senses blindsight 60 ft., darkvision 120 ft., tremorsense 300 ft., passive Perception 20

Languages Deep Speech, Draconic

Challenge 15 (XP 13,000, or 15,000 in lair; PB +5)

A draconic monstrosity with several tentacles, four of which end in large blue crystals.

Legendary Resistance (3/Day). If the drogulum fails a saving throw, it can choose to succeed instead. When it does so, randomly determine which action (Crystal Beam, Crystal Blur, Crystal Lure, or Crystal Resonance) the drogulum can’t use until it finishes a short or long rest.

Magic Resistance. The drogulum has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The drogulum’s makes four Tentacle attacks. It can replace each of these attacks with a use of either Crystal Beam, Crystal Blur, Crystal Lure, or Crystal Resonance (each only once per turn).

Tentacle. Melee Weapon Attack: +11, reach 20 ft. Hit: 11 (1d10 + 6) bludgeoning damage. A Medium or smaller creature it is grappled (escape DC 19).

Crystal Beam. Ranged Spell Attack: +10, range 120 ft. Hit: 13 (3d8) radiant damage.

Crystal Blur. Until the start of its next turn, creatures have disadvantage on attack rolls against the drogulum. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.

Crystal Lure. Wisdom Saving Throw: DC 18, one creature within 60 feet that can see the drogulum. Failure: The target becomes charmed until the end of its next turn. While charmed, the target must try to move as close as possible to the drogulum.

Crystal Resonance. Wisdom Saving Throw: DC 18, each creature in a 30-foot emanation originating from the drogulum. Failure: 10 (3d6) thunder damage. Success: Half damage.

LEGENDARY ACTIONS

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the drogulum can expend a use to take one of the following actions. The drogulum regains all expended uses at the start of each of its turns.

Crystal Pillar. Dexterity Saving Throw: DC 18, each creature in a 5-foot space within 60 feet that the drogulum can see. Failure: 11 (2d10) piercing damage. Failure or Success: A 5-foot square, 20-foot-high crystal pillar (AC 15, HP 30) lasting for 1 minute erupts from the ground in that space and pushes creatures to the closest unoccupied spaces. Additionally, the drogulum can’t take this action again until the start of its next turn.

Crystal Shard Breath. Dexterity Saving Throw: DC 18, each creature in a 30-foot cone. Failure: 12 (5d4) piercing damage. Success: Half damage. Failure or Success: The area becomes difficult terrain for creatures other than the drogulum. Additionally, the drogulum can’t take this action again until the start of its next turn.

Tentacle. The drogulum makes one Tentacle attack.

Huge Dragon, Neutral

Armor Class 17

Hit Points 168 (16d12 + 64)

Speed 30 ft., burrow 30 ft., climb 30 ft.

Initiative +7 (17)

STR DEX CON INT WIS CHA
21 (+5)
14 (+2)
18 (+4)
13 (+1)
19 (+4)
15 (+2)

Saving Throws Con +9, Int +6, Wis +9, Cha +7

Skills Arcana +6, Investigation +6, Perception +9

Condition Immunity charmed, deafened, frightened

Senses blindsight 60 ft., darkvision 120 ft., tremorsense 300 ft., passive Perception 19

Languages Deep Speech, Draconic

Challenge 13 (XP 10,000, or 11,500 in lair; PB +5)

A draconic monstrosity with several tentacles, four of which end in large blue crystals.

Legendary Resistance (3/Day). If the drogulum fails a saving throw, it can choose to succeed instead. When it does so, randomly determine which action (Crystal Beam, Crystal Blur, Crystal Lure, or Crystal Resonance) the drogulum can’t use until it finishes a short or long rest.

Magic Resistance. The drogulum has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The drogulum’s makes four Tentacle attacks. It can replace each of these attacks with a use of either Crystal Beam, Crystal Blur, Crystal Lure, or Crystal Resonance (each only once per turn).

Tentacle. Melee Weapon Attack: +10, reach 20 ft. Hit: 9 (1d8 + 5) bludgeoning damage. A Medium or smaller creature it is grappled (escape DC 18).

Crystal Beam. Ranged Spell Attack: +9, range 120 ft. Hit: 10 (3d6) radiant damage.

Crystal Blur. Until the start of its next turn, creatures have disadvantage on attack rolls against the drogulum. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.

Crystal Lure. Wisdom Saving Throw: DC 17, one creature within 60 feet that can see the drogulum. Failure: The target becomes charmed until the end of its next turn. While charmed, the target must try to move as close as possible to the drogulum.

Crystal Resonance. Wisdom Saving Throw: DC 17, each creature in a 30-foot emanation originating from the drogulum. Failure: 7 (2d6) thunder damage. Success: Half damage.

LEGENDARY ACTIONS

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the drogulum can expend a use to take one of the following actions. The drogulum regains all expended uses at the start of each of its turns.

Crystal Pillar. Dexterity Saving Throw: DC 17, each creature in a 5-foot space within 60 feet that the drogulum can see. Failure: 9 (2d8) piercing damage. Failure or Success: A 5-foot square, 20-foot-high crystal pillar (AC 15, HP 25) lasting for 1 minute erupts from the ground in that space and pushes creatures to the closest unoccupied spaces. Additionally, the drogulum can’t take this action again until the start of its next turn.

Crystal Shard Breath. Dexterity Saving Throw: DC 17, each creature in a 30-foot cone. Failure: 7 (3d4) piercing damage. Success: Half damage. Failure or Success: The area becomes difficult terrain for creatures other than the drogulum. Additionally, the drogulum can’t take this action again until the start of its next turn.

Tentacle. The drogulum makes one Tentacle attack.

Huge Dragon, Neutral

Armor Class 19

Hit Points 230 (20d12 + 100)

Speed 30 ft., burrow 30 ft., climb 30 ft.

Initiative +8 (18)

STR DEX CON INT WIS CHA
23 (+6)
14 (+2)
20 (+5)
14 (+2)
22 (+6)
18 (+4)

Saving Throws Con +11, Int +8, Wis +12, Cha +10

Skills Arcana +8, Investigation +8, Perception +12

Condition Immunity charmed, deafened, frightened

Senses blindsight 60 ft., darkvision 120 ft., tremorsense 300 ft., passive Perception 22

Languages Deep Speech, Draconic

Challenge 17 (XP 18,000, or 20,000 in lair; PB +6)

A draconic monstrosity with several tentacles, four of which end in large blue crystals.

Legendary Resistance (3/Day). If the drogulum fails a saving throw, it can choose to succeed instead. When it does so, randomly determine which action (Crystal Beam, Crystal Blur, Crystal Lure, or Crystal Resonance) the drogulum can’t use until it finishes a short or long rest.

Magic Resistance. The drogulum has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The drogulum’s makes four Tentacle attacks. It can replace each of these attacks with a use of either Crystal Beam, Crystal Blur, Crystal Lure, or Crystal Resonance (each only once per turn).

Tentacle. Melee Weapon Attack: +12, reach 20 ft. Hit: 13 (2d6 + 6) bludgeoning damage. A Medium or smaller creature it is grappled (escape DC 20).

Crystal Beam. Ranged Spell Attack: +12, range 120 ft. Hit: 16 (3d10) radiant damage.

Crystal Blur. Until the start of its next turn, creatures have disadvantage on attack rolls against the drogulum. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.

Crystal Lure. Wisdom Saving Throw: DC 20, one creature within 60 feet that can see the drogulum. Failure: The target becomes charmed until the end of its next turn. While charmed, the target must try to move as close as possible to the drogulum.

Crystal Resonance. Wisdom Saving Throw: DC 20, each creature in a 30-foot emanation originating from the drogulum. Failure: 13 (3d8) thunder damage. Success: Half damage.

LEGENDARY ACTIONS

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the drogulum can expend a use to take one of the following actions. The drogulum regains all expended uses at the start of each of its turns.

Crystal Pillar. Dexterity Saving Throw: DC 20, each creature in a 5-foot space within 60 feet that the drogulum can see. Failure: 16 (3d10) piercing damage. Failure or Success: A 5-foot square, 20-foot-high crystal pillar (AC 15, HP 35) lasting for 1 minute erupts from the ground in that space and pushes creatures to the closest unoccupied spaces. Additionally, the drogulum can’t take this action again until the start of its next turn.

Crystal Shard Breath. Dexterity Saving Throw: DC 20, each creature in a 30-foot cone. Failure: 12 (5d4) piercing damage. Success: Half damage. Failure or Success: The area becomes difficult terrain for creatures other than the drogulum. Additionally, the drogulum can’t take this action again until the start of its next turn.

Tentacle. The drogulum makes one Tentacle attack.

QUICK REFERENCE

📍 HABITAT

  • Subterranean crystal caverns
  • Mountain ranges rich in gemstones
  • Elemental plane of earth

🎭 BEHAVIOR

  • Calm and yet artist-like eccentric demeanor, but easily angered when its lair or natural things or beauty are damaged
  • Obsessed with maintaining and expanding its crystal formations in the most elegant way
  • Curious about “intruder’s” opinions about beauty and design

🧠 INFORMATION

  • DC 13 History – Recognized as a rare crystal-affinity dragon with hints of aberration-like features
  • DC 16 Insight – Bribable with gems and similar shiny objects, it can use to enrich its lair
  • DC 20 Arcana – Each of its four crystals has a different effect, ranging from confusing resonances to radiant rays

⚔ COMBAT

  • Its abilities are themed around the aspect of battlefield control; it fights tactically to ensure it is the one in control of where foes are and can go
  • Replaces its Tentacle only as needed
  • Crystal Lure against characters that want to keep their distance
  • Crystal Blur if it expects more attacks than saving throws
  • Crystal Resonance if the drogulum managed to gather foes in clumps through its battlefield control abilities

💎 LOOT IDEAS

  • Numerous valuable gems inside its own crystal formations
  • Art objects made out of colored crystal and glass
  • Geological map of the surrounding region carved into the stone