Mud Dragon
Huge • Dragon • Neutral
Armor Class 17
Hit Points 231 (22d12 + 88)
Speed 40 ft., burrow 40 ft., swim 40 ft.
Initiative +5 (15)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 23 (+6) | 10 (+0) | 19 (+4) | 12 (+1) | 14 (+2) | 13 (+1) |
Saving Throws Str +11, Con +9
Skills Perception +7, Stealth +5
Damage Resistances cold, fire, lightning
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 17
Languages Common, Draconic, Primordial (Terran)
CR 13 (XP 10,000; PB +5)

Amphibious. The dragon can breathe air and water.
Bloodied - Animated Mud. When the dragon becomes bloodied, it creates four mud mephits in random spaces within 5 feet of it, acting as its allies. The mephits turn back to mud when the dragon dies or after 10 minutes.
Hold Breath. The dragon can hold its breath for 1 hour.
Mire. The dragon magically turns soil and earth. The ground in a 30-foot emanation originating from the dragon counts as difficult terrain for creatures other than the dragon. Terrain returns to its normal state when the dragon leaves. Strength Saving Throw: DC 17, any creature that starts its turn inside the area. Failure: The target speed is reduced to 0 until it takes an action to free itself. When the terrain returns to its normal state, any creature stuck in the mud becomes restrained by it until it takes an action to make a DC 17 Strength check, freeing itself on a success.
ACTIONS
Multiattack. The dragon makes three Rend attacks.
Rend. Melee Weapon Attack: +11, reach 10 ft. Hit: 24 (4d8 + 6) slashing damage.
Mud Breath (Recharge 5-6). Dexterity Saving Throw: DC 17, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 45 (7d12) bludgeoning damage, and the target is restrained until the end of its next turn. While restrained that way, the target has disadvantage on Strength saving throws and can only take an action or bonus action on its turn, not both. Success: Half damage.
REACTIONS
Mud Block. Trigger: The dragon is hit by a melee attack roll from a creature it can see. Response - Strength Saving Throw: C 18, the attacker. Failure: The attacker is disarmed and needs an action to retrieve its weapon. Failure or Success: The dragon adds 5 to its AC against that attack, possibly causing it to miss.
Mud Dragon
Huge • Dragon • Neutral
Armor Class 16
Hit Points 161 (17d12 + 51)
Speed 40 ft., burrow 40 ft., swim 40 ft.
Initiative +4 (14)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 10 (+0) | 17 (+3) | 11 (+0) | 12 (+1) | 11 (+0) |
Saving Throws Str +11, Con +9
Skills Perception +5, Stealth +4
Damage Resistances cold, fire, lightning
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 15
Languages Common, Draconic, Primordial (Terran)
CR 10 (XP 5,900; PB +4)

Amphibious. The dragon can breathe air and water.
Bloodied - Animated Mud. When the dragon becomes bloodied, it creates three mud mephits in random spaces within 5 feet of it, acting as its allies. The mephits turn back to mud when the dragon dies or after 10 minutes.
Hold Breath. The dragon can hold its breath for 1 hour.
Mire. The dragon magically turns soil and earth. The ground in a 20-foot emanation originating from the dragon counts as difficult terrain for creatures other than the dragon. Terrain returns to its normal state when the dragon leaves. Strength Saving Throw: DC 15, any creature that starts its turn inside the area. Failure: The target speed is reduced to 0 until it takes an action to free itself. When the terrain returns to its normal state, any creature stuck in the mud becomes restrained by it until it takes an action to make a DC 15 Strength check, freeing itself on a success.
ACTIONS
Multiattack. The dragon makes three Rend attacks.
Rend. Melee Weapon Attack: +9, reach 10 ft. Hit: 18 (3d8 + 5) slashing damage.
Mud Breath (Recharge 5-6). Dexterity Saving Throw: DC 15, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 39 (6d12) bludgeoning damage, and the target is restrained until the end of its next turn. While restrained that way, the target has disadvantage on Strength saving throws and can only take an action or bonus action on its turn, not both. Success: Half damage.
REACTIONS
Mud Block. Trigger: The dragon is hit by a melee attack roll from a creature it can see. Response - Strength Saving Throw: DC 15, the attacker. Failure: The attacker is disarmed and needs an action to retrieve its weapon. Failure or Success: The dragon adds 5 to its AC against that attack, possibly causing it to miss.
Mud Dragon
Huge • Dragon • Neutral
Armor Class 16
Hit Points 276 (24d12 + 120)
Speed 40 ft., burrow 40 ft., swim 40 ft.
Initiative +5 (15)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 25 (+7) | 10 (+0) | 21 (+5) | 14 (+2) | 16 (+3) | 14 (+2) |
Saving Throws Str +11, Con +9
Skills Perception +8, Stealth +5
Damage Resistances cold, fire, lightning
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 18
Languages Common, Draconic, Primordial (Terran)
CR 16 (XP 15,000; PB +5)

Amphibious. The dragon can breathe air and water.
Bloodied - Animated Mud. When the dragon becomes bloodied, it creates six mud mephits in random spaces within 5 feet of it, acting as its allies. The mephits turn back to mud when the dragon dies or after 10 minutes.
Hold Breath. The dragon can hold its breath for 1 hour.
Mire. The dragon magically turns soil and earth. The ground in a 30-foot emanation originating from the dragon counts as difficult terrain for creatures other than the dragon. Terrain returns to its normal state when the dragon leaves. Strength Saving Throw: DC 18, any creature that starts its turn inside the area. Failure: The target speed is reduced to 0 until it takes an action to free itself. When the terrain returns to its normal state, any creature stuck in the mud becomes restrained by it until it takes an action to make a DC 18 Strength check, freeing itself on a success.
ACTIONS
Multiattack. The dragon makes three Rend attacks.
Rend. Melee Weapon Attack: +12, reach 10 ft. Hit: 29 (4d10 + 7) slashing damage.
Mud Breath (Recharge 5-6). Dexterity Saving Throw: DC 18, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 51 (8d12) bludgeoning damage, and the target is restrained until the end of its next turn. While restrained that way, the target has disadvantage on Strength saving throws and can only take an action or bonus action on its turn, not both. Success: Half damage.
REACTIONS
Mud Block. Trigger: The dragon is hit by a melee attack roll from a creature it can see. Response - Strength Saving Throw: C 18, the attacker. Failure: The attacker is disarmed and needs an action to retrieve its weapon. Failure or Success: The dragon adds 5 to its AC against that attack, possibly causing it to miss.
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.
