Entropy Dragon Wyrmling
Medium • Dragon • Neutral Evil
Armor Class 18
Hit Points 119 (14d8 + 56)
Speed 30 ft., fly 60 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 14 (+2) | 18 (+4) | 16 (+3) | 13 (+1) | 17 (+3) |
Skills Arcana +6, Perception +7, Stealth +5
Damage Immunities force
Condition Immunities exhaustion, petrified
Senses truesight 10 ft., darkvision 120 ft., passive Perception 17
Languages Common, Deep Speech, Draconic
CR 7 (XP 2,900; PB +3)

Event Horizon. Strength Saving Throw: DC 15, any creature of the dragon's choice that starts its turn in a 15-foot emanation from it. Failure: The target's speed is reduced to 0 until the end of its turn.
Equalizer. The dragon ignores damage resistances. Damage immunities work as normal.
Immutable Form. The dragon can't shape-shift.
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
ACTIONS
Multiattack. The dragon makes two Rend attacks.
Rend. Melee Weapon Attack: +7, reach 5 ft. Hit: 7 (1d6 + 4) slashing damage plus 10 (3d6) force damage.
Entropic Breath (Recharge 5–6). Constitution Saving Throw: DC 15, each creature and object in a 30-foot cone. Failure: 26 (4d12) force damage, and at the start of each of its turns, the target must repeat the save. Subsequent Failure: 6 (1d12) force damage. Success: Half damage or effect ends.
Entropy Dragon Wyrmling
Medium • Dragon • Neutral Evil
Armor Class 17
Hit Points 75 (10d8 + 30)
Speed 30 ft., fly 60 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 12 (+1) | 16 (+3) | 14 (+2) | 11 (+0) | 15 (+2) |
Skills Arcana +5, Perception +4, Stealth +3
Damage Immunities force
Condition Immunities exhaustion, petrified
Senses darkvision 120 ft., passive Perception 14
Languages Common, Deep Speech, Draconic
CR 4 (XP 1,100; PB +2)

Event Horizon. Strength Saving Throw: DC 13, any creature of the dragon's choice that starts its turn in a 10-foot emanation from it. Failure: The target's speed is reduced to 0 until the end of its turn.
Equalizer. The dragon ignores damage resistances. Damage immunities work as normal.
Immutable Form. The dragon can't shape-shift.
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
ACTIONS
Multiattack. The dragon makes two Rend attacks.
Rend. Melee Weapon Attack: +5, reach 5 ft. Hit: 5 (1d4 + 3) slashing damage plus 7 (2d6) force damage.
Entropic Breath (Recharge 6). Constitution Saving Throw: DC 13, each creature and object in a 30-foot cone. Failure: 19 (3d12) force damage, and at the start of each of its turns, the target must repeat the save. Subsequent Failure: 3 (1d6) force damage. Success: Half damage or effect ends.
Entropy Dragon Wyrmling
Medium • Dragon • Neutral Evil
Armor Class 19
Hit Points 161 (17d8 + 85)
Speed 30 ft., fly 80 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 16 (+3) | 20 (+5) | 18 (+4) | 15 (+2) | 19 (+4) |
Skills Arcana +8, Perception +10, Stealth +7
Damage Immunities force
Condition Immunities exhaustion, petrified
Senses truesight 10 ft., darkvision 120 ft., passive Perception 20
Languages Common, Deep Speech, Draconic
CR 10 (XP 5,900; PB +4)

Event Horizon. Strength Saving Throw: DC 17, any creature of the dragon's choice that starts its turn in a 20-foot emanation from it. Failure: The target's speed is reduced to 0 until the end of its turn.
Equalizer. The dragon ignores damage resistances. Damage immunities work as normal.
Immutable Form. The dragon can't shape-shift.
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
ACTIONS
Multiattack. The dragon makes two Rend attacks.
Rend. Melee Weapon Attack: +9, reach 5 ft. Hit: 9 (1d8 + 5) slashing damage plus 14 (4d6) force damage.
Entropic Breath (Recharge 5–6). Constitution Saving Throw: DC 17, each creature and object in a 30-foot cone. Failure: 32 (5d12) force damage, and at the start of each of its turns, the target must repeat the save. Subsequent Failure: 13 (2d12) force damage. Success: Half damage or effect ends.
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.
