Slime Dragon

Huge • Dragon • Chaotic Evil

Armor Class 16

Hit Points 175 (14d12 + 84)

Speed 30 ft., fly 30 ft., swim 30 ft.

Initiative +8 (18)

STRDEXCONINTWISCHA
21 (+5)16 (+3)23 (+6)9 (-1)13 (+1)11 (+0)

Saving Throws Dex +8, Con +11

Skills Perception +6, Stealth +8

Damage Resistances cold, fire, lightning, poison; piercing, slashing

Damage Immunities acid

Condition Immunities exhaustion, deafened, grappled, poisoned, petrified

Senses blindsight 60 ft., darkvision 120 ft., passive Perception 16

Languages Common, Draconic

CR 14 (XP 11,500 or 13,000 in lair; PB +5)

A slimy dragon half dissolving into green ooze.

Amorphous. The dragon can move through a space as narrow as 5 feet wide without squeezing.

Legendary Resistance (1/Day or 2/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead. When it does so, its AC is reduced 1 until it finishes a long rest.

Regeneration. The dragon regains 10 hit points at the start of its turn if it has at least 1 hit point. When the dragon is split into two halves and one dies, the other half regenerates to a full-sized slime dragon after 24 hours.

Speak with Oozes. The dragon can communicate with Oozes as if they shared a language.

Unusual Nature. The dragon doesn’t require air.

ACTIONS

Multiattack. The dragon makes two Rend attacks.

Rend. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) acid damage.

Protoplasm Breath (Recharge 5–6). Dexterity Saving Throw: DC 19, each creature in a 60-foot-long, 5-foot-wide line. Failure: 36 (8d8) acid damage and the target’s speed is halved. The target must repeat the save at the end of its turn, ending the effect after successes or becoming petrified after three failures.

REACTIONS

Split. Trigger: The dragon while Huge-sized takes damage. Response: The dragon gains resistance to that damage and then splits into two Large-sized version with each half having its current hit points (rounded down). Its game statistics are the same, except its size, hit points, and its Regeneration trait, which only regenerates 5 hit points. Whenever it moves or takes an action while split, the dragon chooses which half is moving or acting.

LEGENDARY ACTIONS

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

Merge. The dragon merges, adding the current hit points of each half together and becoming Huge-sized again. To do so, the halves must be within 5 feet of each other. The dragon can’t take this action again until the start of its next turn.

Rend. The dragon makes one Rend attack.

Slither. The dragon moves up to half its speed without provoking opportunity attacks. If it is split, it can move both versions at once.

Slime Dragon

Huge • Dragon • Chaotic Evil

Armor Class 15

Hit Points 162 (13d12 + 78)

Speed 30 ft., fly 30 ft., swim 30 ft.

Initiative +7 (17)

STRDEXCONINTWISCHA
19 (+4)16 (+3)21 (+5)9 (-1)13 (+1)11 (+0)

Saving Throws Dex +7, Con +9

Skills Perception +6, Stealth +8

Damage Resistances cold, fire, lightning, poison; piercing, slashing

Damage Immunities acid

Condition Immunities exhaustion, deafened, grappled, poisoned, petrified

Senses blindsight 60 ft., darkvision 120 ft., passive Perception 15

Languages Common, Draconic

CR 11 (XP 7,200 or 8,400 in lair; PB +4)

A slimy dragon half dissolving into green ooze.

Amorphous. The dragon can move through a space as narrow as 5 feet wide without squeezing.

Legendary Resistance (1/Day or 2/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead. When it does so, its AC is reduced 1 until it finishes a long rest.

Regeneration. The dragon regains 10 hit points at the start of its turn if it has at least 1 hit point. When the dragon is split into two halves and one dies, the other half regenerates to a full-sized slime dragon after 24 hours.

Speak with Oozes. The dragon can communicate with Oozes as if they shared a language.

Unusual Nature. The dragon doesn’t require air.

ACTIONS

Multiattack. The dragon makes two Rend attacks.

Rend. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) acid damage.

Protoplasm Breath (Recharge 5–6). Dexterity Saving Throw: DC 17, each creature in a 60-foot-long, 5-foot-wide line. Failure: 27 (6d8) acid damage and the target’s speed is halved. The target must repeat the save at the end of its turn, ending the effect after successes or becoming petrified after three failures.

REACTIONS

Split. Trigger: The dragon while Huge-sized takes damage. Response: The dragon gains resistance to that damage and then splits into two Large-sized version with each half having its current hit points (rounded down). Its game statistics are the same, except its size, hit points, and its Regeneration trait, which only regenerates 5 hit points. Whenever it moves or takes an action while split, the dragon chooses which half is moving or acting.

LEGENDARY ACTIONS

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

Merge. The dragon merges, adding the current hit points of each half together and becoming Huge-sized again. To do so, the halves must be within 5 feet of each other. The dragon can’t take this action again until the start of its next turn.

Rend. The dragon makes one Rend attack.

Slither. The dragon moves up to half its speed without provoking opportunity attacks. If it is split, it can move both versions at once.

Slime Dragon

Huge • Dragon • Chaotic Evil

Armor Class 18

Hit Points 216 (16d12 + 112)

Speed 30 ft., fly 30 ft., swim 30 ft.

Initiative +9 (19)

STRDEXCONINTWISCHA
23 (+6)16 (+3)25 (+7)9 (-1)13 (+1)11 (+0)

Saving Throws Dex +9, Con +13

Skills Perception +7, Stealth +9

Damage Resistances cold, fire, lightning, poison; piercing, slashing

Damage Immunities acid

Condition Immunities exhaustion, deafened, grappled, poisoned, petrified

Senses blindsight 60 ft., darkvision 120 ft., passive Perception 16

Languages Common, Draconic

CR 17 (XP 18,000 or 22,000 in lair; PB +6)

A slimy dragon half dissolving into green ooze.

Amorphous. The dragon can move through a space as narrow as 5 feet wide without squeezing.

Legendary Resistance (1/Day or 2/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead. When it does so, its AC is reduced 1 until it finishes a long rest.

Regeneration. The dragon regains 20 hit points at the start of its turn if it has at least 1 hit point. When the dragon is split into two halves and one dies, the other half regenerates to a full-sized slime dragon after 24 hours.

Speak with Oozes. The dragon can communicate with Oozes as if they shared a language.

Unusual Nature. The dragon doesn’t require air.

ACTIONS

Multiattack. The dragon makes two Rend attacks.

Rend. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) piercing damage plus 10 (3d6) acid damage.

Protoplasm Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a 60-foot-long, 5-foot-wide line. Failure: 45 (10d8) acid damage and the target’s speed is halved. The target must repeat the save at the end of its turn, ending the effect after successes or becoming petrified after three failures.

REACTIONS

Split. Trigger: The dragon while Huge-sized takes damage. Response: The dragon gains resistance to that damage and then splits into two Large-sized version with each half having its current hit points (rounded down). Its game statistics are the same, except its size, hit points, and its Regeneration trait, which only regenerates 10 hit points. Whenever it moves or takes an action while split, the dragon chooses which half is moving or acting.

LEGENDARY ACTIONS

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

Merge. The dragon merges, adding the current hit points of each half together and becoming Huge-sized again. To do so, the halves must be within 5 feet of each other. The dragon can’t take this action again until the start of its next turn.

Rend. The dragon makes one Rend attack.

Slither. The dragon moves up to half its speed without provoking opportunity attacks. If it is split, it can move both versions at once.

QUICK REFERENCE

Habitat

    • Found in swamps, toxic wastelands, deep caverns, and oozing ruins
    • Sewer systems below big metropoles
    • Quasi-elemental plane of ooze

Behavior

    • Unlike most dragons, it does not hoard gold but corpses, which it eats at any stage of decomposition
    • Often rules over slimes, oozes, and puddings as a corrupted overlord
    • Not dumb but weirdly naïve and simple-minded

Information (Intelligence Check)

    • DC 15 Arcana/Nature: Identify it as a dragon twisted by ooze essence, gaining many of the advantages of an ooze
    • DC 18 Insight: Knows it treasures food like other dragons favor gold and valuables
    • DC 21 Investigation/Persuasion: Heard of times when the dragon has split into two smaller forms

Combat

    • In combat, it favors attrition tactics, slowing foes with its Protoplasm Breath and singling out foes through clever movement with its Slither
    • Focuses on killing one foe at a time, preferring enemies that don’t wear armor as they are quicker to digest
    • Uses Split defensively when receiving high damage; then either uses its double presence as an advantage or stalls with one half to retreat with the other

Loot Ideas

    • Draconic slime residue, which can be crafted into potions of gaseous form or acid resistance
    • Gooey dragon scales valued for being easily formable yet providing decent resistance
    • Magical loot worn by statues or corpses of former victims that resisted the petrification properties of the protoplasm breath

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.