Draconodium
Gargantuan • Aberration • Chaotic Evil
Armor Class 21
Hit Points 407 (22d20 + 176)
Speed 10 ft., fly 40 ft. (hover)
Initiative +9 (19)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 25 (+7) | 13 (+1) | 27 (+8) | 18 (+4) | 23 (+6) | 24 (+7) |
Saving Throws Str +15, Con +16, Wis +14, Cha +15
Skills Insight +14, Intimidation +15, Perception +22
Damage Resistances acid, cold, fire, lightning
Damage Immunities psychic
Condition Immunities charmed, exhaustion, frightened, poisoned, prone, stunned
Senses truesight 150 ft., passive Perception 32
Languages Common, Deep Speech, Draconic but speaks in an insane, confused manner
CR 27 (105,000 XP; PB +8)

Draconodium
Gargantuan • Aberration • Chaotic Evil
Armor Class 20
Hit Points 367 (21d20 + 147)
Speed 10 ft., fly 40 ft. (hover)
Initiative +8 (18)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 23 (+6) | 13 (+1) | 25 (+7) | 18 (+4) | 21 (+5) | 22 (+6) |
Saving Throws Str +13, Con +14, Wis +12, Cha +13
Skills Insight +11, Intimidation +13, Perception +19
Damage Resistances acid, cold, fire, lightning
Damage Immunities psychic
Condition Immunities charmed, exhaustion, frightened, poisoned, prone, stunned
Senses truesight 90 ft., passive Perception 29
Languages Common, Deep Speech, Draconic but speaks in an insane, confused manner
CR 24 (XP 64,000; PB +7)

Draconodium
Gargantuan • Aberration • Chaotic Evil
Armor Class 22
Hit Points 507 (26d20 + 234)
Speed 10 ft., fly 40 ft. (hover)
Initiative +11 (21)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 26 (+8) | 14 (+2) | 28 (+9) | 20 (+5) | 24 (+7) | 26 (+8) |
Saving Throws Str +17, Con +18, Wis +16, Cha +17
Skills Insight +16, Intimidation +17, Perception +25
Damage Resistances acid, cold, fire, lightning
Damage Immunities psychic
Condition Immunities charmed, exhaustion, frightened, poisoned, prone, stunned
Senses truesight 150 ft., passive Perception 35
Languages Common, Deep Speech, Draconic but speaks in an insane, confused manner
CR 30 (XP 155,000; PB +9)

QUICK REFERENCE
Habitat
- Astral plane rifts and cosmic anomalies
- Ruins of ancient civilizations or inside the ruins of a town freshly destroyed by it
- Secret laboratory or wizard tower in a city
Behavior
- Strongly schizophrenic; speaks in jumbled, contradictory phrases
- Indiscriminately aggressive against all other living beings and always on the lookout to kill more
- Leaves trails of destruction, uncaring of valuables or valuable possessions
Information (Intelligence Check)
- DC 20 Religion: Created as an artificial god, a mixture between dragons and beholders
- DC 25 History: Ancient texts describe it as a destroyer of its birthplace, as it succumbed to its own madness
- DC 25 Insight: Knows that it is highly schizophrenic, leading to randomized attack patterns instead of focused targeting
Combat
- Reckless fighting style constantly switching to focus on its War of Many Minds’ target
- Even with focusing on its target, it assumes a central position to ensure that its short-range breath weapons find enough targets in their areas
- Switching between Maddening Bite into Rampage, and vice versa, according to what the draconodium needs more: crowd control through the confusion effect or positioning through the shove effect of the Rampage
Loot Ideas
- Draconic scales of swords of dragon types
- Organic tissue with hyper-regenerating abilities as ingredients for potions or a ring of regeneration
- Remnants of devoured adventurers or scientists inside its tummy
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.
