Dragon Skeleton
Huge • Undead • Lawful Evil
Armor Class 18
Hit Points 195 (17d12 + 85)
Speed 40 ft., climb 40 ft., fly 60 ft.
Initiative +5 (15)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 25 (+7) | 13 (+1) | 21 (+5) | 8 (-1) | 10 (+0) | 8 (-1) |
Saving Throws Dex +5, Con +9
Skills Perception +4
Damage Vulnerabilties bludgeoning
Damage Immunities necrotic, poison
Condition Immunities exhaustion, poisoned
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 14
Languages understands Common and Draconic but can't speak
CR 10 (XP 5,900, PB +4)

Falling Apart. When the skeleton becomes bloodied, it suffers one of the following effects until it finishes a long rest. Roll a d6 to determine the effect:
- The skeleton makes one Rend attack less as part of its Multiattack.
- The skeleton loses its saving throw proficiencies.
- The skeleton can't use reactions anymore and loses its fly speed.
- The skeleton’s speed is reduced by 10 feet.
- The skeleton AC is reduced to 15.
- The skeleton's Miasma trait doesn't function anymore.
Miasma. When a creature starts its turn in a 20-foot emanation originating from the skeleton (except Undead creatures), it takes 5 necrotic damage.
Unusual Nature. The skeleton doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The skeleton makes three Rend attacks.
Rend. Melee Weapon Attack: +11, reach 10 ft. Hit: 18 (2d10 + 7) piercing damage plus 4 (1d8) necrotic damage.
Breath Weapons (Recharge 5–6). The skeleton uses one of the following breath weapons.
Bone Splinter Breath. Dexterity Saving Throw: DC 17, each creature in a 60-foot cone. Failure: 25 (10d4) piercing damage. Success: Half damage. Failure or Success: The area becomes difficult terrain for 1 minute for creatures other than the skeleton, and when a creature moves into or within the area, it takes 1d4 piercing damage for every 5 feet it travels.
Negative Energy Breath. Constitution Saving Throw: DC 17, each creature in a 60-foot cone. Failure: 36 (8d8) necrotic damage. Success: Half damage. Failure or Success: The target can't regain hit points until the end of its next turn.
Dragon Skeleton
Huge • Undead • Lawful Evil
Armor Class 17
Hit Points 157 (15d12 + 60)
Speed 40 ft., climb 40 ft., fly 60 ft.
Initiative +4 (14)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 23 (+6) | 13 (+1) | 19 (+4) | 8 (-1) | 10 (+0) | 8 (-1) |
Saving Throws Dex +4, Con +7
Skills Perception +3
Damage Vulnerabilties bludgeoning
Damage Immunities necrotic, poison
Condition Immunities exhaustion, poisoned
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 13
Languages understands Common and Draconic but can't speak
CR 7 (XP 2,900, PB +3)

Falling Apart. When the skeleton becomes bloodied, it suffers one of the following effects until it finishes a long rest. Roll a d6 to determine the effect:
- The skeleton makes one Rend attack less as part of its Multiattack.
- The skeleton loses its saving throw proficiencies.
- The skeleton can't use reactions anymore and loses its fly speed.
- The skeleton’s speed is reduced by 10 feet.
- The skeleton AC is reduced to 14.
- The skeleton's Miasma trait doesn't function anymore.
Miasma. When a creature starts its turn in a 10-foot emanation originating from the skeleton (except Undead creatures), it takes 5 necrotic damage.
Unusual Nature. The skeleton doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The skeleton makes three Rend attacks.
Rend. Melee Weapon Attack: +9, reach 10 ft. Hit: 11 (1d10 + 6) piercing damage plus 4 (1d8) necrotic damage.
Breath Weapons (Recharge 5–6). The skeleton uses one of the following breath weapons.
Bone Splinter Breath. Dexterity Saving Throw: DC 15, each creature in a 60-foot cone. Failure: 17 (7d4) piercing damage. Success: Half damage. Failure or Success: The area becomes difficult terrain for 1 minute for creatures other than the skeleton, and when a creature moves into or within the area, it takes 1d4 piercing damage for every 5 feet it travels.
Negative Energy Breath. Constitution Saving Throw: DC 15, each creature in a 60-foot cone. Failure: 27 (6d8) necrotic damage. Success: Half damage. Failure or Success: The target can't regain hit points until the end of its next turn.
Dragon Skeleton
Huge • Undead • Lawful Evil
Armor Class 19
Hit Points 237 (19d12 + 114)
Speed 40 ft., climb 40 ft., fly 60 ft.
Initiative +6 (16)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 27 (+8) | 13 (+1) | 23 (+6) | 8 (-1) | 10 (+0) | 8 (-1) |
Saving Throws Dex +6, Con +11
Skills Perception +5
Damage Vulnerabilties bludgeoning
Damage Immunities necrotic, poison
Condition Immunities exhaustion, poisoned
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15
Languages understands Common and Draconic but can't speak
CR 13 (XP 10,000, PB +5)

Falling Apart. When the skeleton becomes bloodied, it suffers one of the following effects until it finishes a long rest. Roll a d6 to determine the effect:
- The skeleton makes one Rend attack less as part of its Multiattack.
- The skeleton loses its saving throw proficiencies.
- The skeleton can't use reactions anymore and loses its fly speed.
- The skeleton’s speed is reduced by 10 feet.
- The skeleton AC is reduced to 16.
- The skeleton's Miasma trait doesn't function anymore.
Miasma. When a creature starts its turn in a 20-foot emanation originating from the skeleton (except Undead creatures), it takes 5 necrotic damage.
Unusual Nature. The skeleton doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The skeleton makes three Rend attacks.
Rend. Melee Weapon Attack: +13, reach 10 ft. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) necrotic damage.
Breath Weapons (Recharge 5–6). The skeleton uses one of the following breath weapons.
Bone Splinter Breath. Dexterity Saving Throw: DC 19, each creature in a 60-foot cone. Failure: 32 (13d4) piercing damage. Success: Half damage. Failure or Success: The area becomes difficult terrain for 1 minute for creatures other than the skeleton, and when a creature moves into or within the area, it takes 1d4 piercing damage for every 5 feet it travels.
Negative Energy Breath. Constitution Saving Throw: DC 19, each creature in a 60-foot cone. Failure: 45 (10d8) necrotic damage. Success: Half damage. Failure or Success: The target can't regain hit points 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.
