Dracoave
Large • Dragon • Unaligned
Armor Class 16
Hit Points 127 (15d10 + 45)
Speed 50 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 13 (+1) | 16 (+3) | 7 (-2) | 15 (+2) | 10 (+0) |
Saving Throws Str +7, Dex +4, Wis +5
Skills Acrobatics +4, Perception +5
Senses darkvision 60 ft., passive Perception 15
Languages understands Draconic but can’t speak
CR 5 (XP 1,800; PB +3)

ACTIONS
Multiattack. The dracoave makes one Claw and one Petrifying Beak attack.
Petrifying Beak. Melee Weapon Attack: +7, reach 5 ft. Hit: 20 (3d10 + 4) piercing damage. If the target is a creature, its maximum hit points are reduced by an amount equal to the piercing damage dealt, and its movement speed is reduced by a cumulative 5 feet for 10 minutes. When the creature's speed is reduced to 0 feet, it becomes petrified.
Claw. Melee Weapon Attack: +7, reach 5 ft. Hit: 11 (2d6 + 4) piercing damage.
BONUS ACTIONS
Paralyzing Shriek (Recharge 6). Constitution Saving Throw: DC 14, each creature in a 60-foot emanation originating from the dracoave. Failure: The target becomes paralyzed until the end of its next turn.
Dracoave
Large • Dragon • Unaligned
Armor Class 15
Hit Points 82 (11d10 + 22)
Speed 50 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 13 (+1) | 14 (+2) | 7 (-2) | 13 (+1) | 10 (+0) |
Saving Throws Str +5
Skills Acrobatics +3, Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages understands Draconic but can’t speak
CR 2 (XP 450; PB +2)

ACTIONS
Multiattack. The dracoave makes one Claw and one Petrifying Beak attack.
Petrifying Beak. Melee Weapon Attack: +5, reach 5 ft. Hit: 14 (2d10 + 3) piercing damage. If the target is a creature, its maximum hit points are reduced by an amount equal to the piercing damage dealt, and its movement speed is reduced by a cumulative 5 feet for 10 minutes. When the creature's speed is reduced to 0 feet, it becomes petrified.
Claw. Melee Weapon Attack: +5, reach 5 ft. Hit: 6 (1d6 + 3) piercing damage.
BONUS ACTIONS
Paralyzing Shriek (Recharge 6). Constitution Saving Throw: DC 12, each creature in a 30-foot emanation originating from the dracoave. Failure: The target becomes paralyzed until the end of its next turn.
Dracoave
Large • Dragon • Unaligned
Armor Class 17
Hit Points 161 (17d10 + 68)
Speed 50 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 15 (+2) | 18 (+4) | 7 (-2) | 17 (+3) | 10 (+0) |
Saving Throws Str +8, Dex +5, Wis +6
Skills Acrobatics +5, Perception +6
Senses darkvision 60 ft., passive Perception 16
Languages understands Draconic but can’t speak
CR 8 (XP 3,900; PB +3)

ACTIONS
Multiattack. The dracoave makes one Claw and one Petrifying Beak attack.
Petrifying Beak. Melee Weapon Attack: +8, reach 5 ft. Hit: 31 (4d12 + 5) piercing damage. If the target is a creature, its maximum hit points are reduced by an amount equal to the piercing damage dealt, and its movement speed is reduced by a cumulative 5 feet for 10 minutes. When the creature's speed is reduced to 0 feet, it becomes petrified.
Claw. Melee Weapon Attack: +8, reach 5 ft. Hit: 18 (3d8 + 5) piercing damage.
BONUS ACTIONS
Paralyzing Shriek (Recharge 6). Constitution Saving Throw: DC 14, each creature in a 60-foot emanation originating from the dracoave. Failure: The target becomes paralyzed until the end of its next turn.
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.
