Falvora

Tiny • Beast • Unaligned

Armor Class 13

Hit Points 10 (3d4 + 3)

Speed 20 ft., fly 60 ft.

Initiative +5 (15)

STRDEXCONINTWISCHA
5 (-3)16 (+3)12 (+1)6 (-2)14 (+2)7 (-2)

Skills Acrobatics +5, Perception +6, Stealth +5

Senses darkvision 60 ft., passive Perception 16

Languages

CR 1/8 (XP 50; PB +2)

A white dragon with golden accents perched on a rock, its piercing eyes scanning the skies.

Calm. The falvora has advantage on saving throws against being charmed or frightened.

Familiar. The falvora can serve another creature as a familiar.

ACTIONS

Talons. Melee Weapon Attack: +5, reach 5 ft. Hit: 5 (1d4 + 3) slashing damage.

Tail Plume (1/Day). Wisdom Saving Throw: DC 11, one Beast or Humanoid within 5 feet of the falvora that it can see. Failure: The target becomes affected by the calm emotions spell for 1 minute. The target can voluntarily fail this save.

BONUS ACTIONS

Disorienting Shriek (Recharge 6). Wisdom Saving Throw: DC 11 (a target immune to being deafened is immune to this effect), one creature within 5 feet of the falvora. Failure: On failure, the next attack roll against has advantage until the start of the target’s next turn.

Falvora

Tiny • Beast • Unaligned

Armor Class 12

Hit Points 2 (1d4)

Speed 20 ft., fly 40 ft.

Initiative +4 (14)

STRDEXCONINTWISCHA
4 (-3)14 (+2)10 (+0)5 (-3)12 (+1)6 (-2)

Skills Perception +3, Stealth +4

Senses darkvision 30 ft., passive Perception 13

Languages

CR 0 (XP 10; PB +2)

A white dragon with golden accents perched on a rock, its piercing eyes scanning the skies.

Calm. The falvora has advantage on saving throws against being charmed or frightened.

Familiar. The falvora can serve another creature as a familiar.

ACTIONS

Talons. Melee Weapon Attack: +4, reach 5 ft. Hit: 2 slashing damage.

Tail Plume (1/Day). Wisdom Saving Throw: DC 10, one Beast or Humanoid within 5 feet of the falvora that it can see. Failure: The target becomes affected by the calm emotions spell for 1 minute. The target can voluntarily fail this save.

BONUS ACTIONS

Disorienting Shriek (Recharges after Short or Long Rest). Wisdom Saving Throw: DC 10 (a target immune to being deafened is immune to this effect), one creature within 5 feet of the falvora. Failure: On failure, the next attack roll against has advantage until the start of the target’s next turn.

Falvora

Tiny • Beast • Unaligned

Armor Class 13

Hit Points 36 (8d4 + 16)

Speed 20 ft., fly 60 ft.

Initiative +6 (16)

STRDEXCONINTWISCHA
5 (-3)18 (+4)14 (+2)6 (-2)16 (+3)7 (-2)

Skills Acrobatics +6, Perception +7, Stealth +6

Senses darkvision 60 ft., passive Perception 17

Languages

CR 1 (XP 200; PB +2)

A white dragon with golden accents perched on a rock, its piercing eyes scanning the skies.

Calm. The falvora has advantage on saving throws against being charmed or frightened.

Familiar. The falvora can serve another creature as a familiar.

ACTIONS

Talons. Melee Weapon Attack: +6, reach 5 ft. Hit: 11 (2d6 + 4) slashing damage.

Tail Plume (2/Day). Wisdom Saving Throw: DC 11, one Beast or Humanoid within 5 feet of the falvora that it can see. Failure: The target becomes affected by the calm emotions spell for 1 minute. The target can voluntarily fail this save.

BONUS ACTIONS

Disorienting Shriek (Recharge 5-6). Wisdom Saving Throw: DC 11 (a target immune to being deafened is immune to this effect), one creature within 5 feet of the falvora. Failure: On failure, the next attack roll against has advantage until the start of the target’s 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.