Drogulum
Huge • Dragon • Neutral
Armor Class 18
Hit Points 199 (19d12 + 76)
Speed 30 ft., burrow 30 ft., climb 30 ft.
Initiative +7 (17)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 (+6) | 14 (+2) | 19 (+4) | 13 (+1) | 20 (+5) | 16 (+3) |
Saving Throws Con +9, Int +6, Wis +10, Cha +8
Skills Arcana +6, Investigation +6, Perception +10
Condition Immunities charmed, deafened, frightened
Senses blindsight 60 ft., darkvision 120 ft., tremorsense 300 ft., passive Perception 20
Languages Deep Speech, Draconic
CR 15 (XP 13,000, or 15,000 in lair; PB +5)

Drogulum
Huge • Dragon • Neutral
Armor Class 17
Hit Points 168 (16d12 + 64)
Speed 30 ft., burrow 30 ft., climb 30 ft.
Initiative +7 (17)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 14 (+2) | 18 (+4) | 13 (+1) | 19 (+4) | 15 (+2) |
Saving Throws Con +9, Int +6, Wis +9, Cha +7
Skills Arcana +6, Investigation +6, Perception +9
Condition Immunities charmed, deafened, frightened
Senses blindsight 60 ft., darkvision 120 ft., tremorsense 300 ft., passive Perception 19
Languages Deep Speech, Draconic
CR 13 (XP 10,000, or 11,500 in lair; PB +5)

Drogulum
Huge • Dragon • Neutral
Armor Class 19
Hit Points 230 (20d12 + 100)
Speed 30 ft., burrow 30 ft., climb 30 ft.
Initiative +8 (18)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 23 (+6) | 14 (+2) | 20 (+5) | 14 (+2) | 22 (+6) | 18 (+4) |
Saving Throws Con +11, Int +8, Wis +12, Cha +10
Skills Arcana +8, Investigation +8, Perception +12
Condition Immunities charmed, deafened, frightened
Senses blindsight 60 ft., darkvision 120 ft., tremorsense 300 ft., passive Perception 22
Languages Deep Speech, Draconic
CR 17 (XP 18,000, or 20,000 in lair; PB +6)

QUICK REFERENCE
Habitat
- Subterranean crystal caverns
- Mountain ranges rich in gemstones
- Elemental plane of earth
Behavior
- Calm and yet artist-like eccentric demeanor, but easily angered when its lair or natural things or beauty are damaged
- Obsessed with maintaining and expanding its crystal formations in the most elegant way
- Curious about “intruder’s” opinions about beauty and design
Information (Intelligence Check)
- DC 13 History: Recognized as a rare crystal-affinity dragon with hints of aberration-like features
- DC 16 Insight: Bribable with gems and similar shiny objects, it can use to enrich its lair
- DC 20 Arcana: Each of its four crystals has a different effect, ranging from confusing resonances to radiant rays
Combat
- Its abilities are themed around the aspect of battlefield control; it fights tactically to ensure it is the one in control of where foes are and can go
- Replaces its Tentacle only as needed
- Crystal Lure against characters that want to keep their distance
- Crystal Blur if it expects more attacks than saving throws
- Crystal Resonance if the drogulum managed to gather foes in clumps through its battlefield control abilities
Loot Ideas
- Numerous valuable gems inside its own crystal formations
- Art objects made out of colored crystal and glass
- Geological map of the surrounding region carved into the stone
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.
