Entropy Dragon Wyrmling

Medium • Dragon • Neutral Evil

Armor Class 18

Hit Points 119 (14d8 + 56)

Speed 30 ft., fly 60 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
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)

A young dragon with wings shimmering like a star-filled night sky, glowing with cosmic energy.

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)

STRDEXCONINTWISCHA
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)

A young dragon with wings shimmering like a star-filled night sky, glowing with cosmic energy.

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)

STRDEXCONINTWISCHA
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)

A young dragon with wings shimmering like a star-filled night sky, glowing with cosmic energy.

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.