Slime Dragon
Huge • Dragon • Chaotic Evil
Armor Class 16
Hit Points 175 (14d12 + 84)
Speed 30 ft., fly 30 ft., swim 30 ft.
Initiative +8 (18)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 16 (+3) | 23 (+6) | 9 (-1) | 13 (+1) | 11 (+0) |
Saving Throws Dex +8, Con +11
Skills Perception +6, Stealth +8
Damage Resistances cold, fire, lightning, poison; piercing, slashing
Damage Immunities acid
Condition Immunities exhaustion, deafened, grappled, poisoned, petrified
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 16
Languages Common, Draconic
CR 14 (XP 11,500 or 13,000 in lair; PB +5)

Slime Dragon
Huge • Dragon • Chaotic Evil
Armor Class 15
Hit Points 162 (13d12 + 78)
Speed 30 ft., fly 30 ft., swim 30 ft.
Initiative +7 (17)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 16 (+3) | 21 (+5) | 9 (-1) | 13 (+1) | 11 (+0) |
Saving Throws Dex +7, Con +9
Skills Perception +6, Stealth +8
Damage Resistances cold, fire, lightning, poison; piercing, slashing
Damage Immunities acid
Condition Immunities exhaustion, deafened, grappled, poisoned, petrified
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 15
Languages Common, Draconic
CR 11 (XP 7,200 or 8,400 in lair; PB +4)

Slime Dragon
Huge • Dragon • Chaotic Evil
Armor Class 18
Hit Points 216 (16d12 + 112)
Speed 30 ft., fly 30 ft., swim 30 ft.
Initiative +9 (19)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 23 (+6) | 16 (+3) | 25 (+7) | 9 (-1) | 13 (+1) | 11 (+0) |
Saving Throws Dex +9, Con +13
Skills Perception +7, Stealth +9
Damage Resistances cold, fire, lightning, poison; piercing, slashing
Damage Immunities acid
Condition Immunities exhaustion, deafened, grappled, poisoned, petrified
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 16
Languages Common, Draconic
CR 17 (XP 18,000 or 22,000 in lair; PB +6)

QUICK REFERENCE
Habitat
- Found in swamps, toxic wastelands, deep caverns, and oozing ruins
- Sewer systems below big metropoles
- Quasi-elemental plane of ooze
Behavior
- Unlike most dragons, it does not hoard gold but corpses, which it eats at any stage of decomposition
- Often rules over slimes, oozes, and puddings as a corrupted overlord
- Not dumb but weirdly naïve and simple-minded
Information (Intelligence Check)
- DC 15 Arcana/Nature: Identify it as a dragon twisted by ooze essence, gaining many of the advantages of an ooze
- DC 18 Insight: Knows it treasures food like other dragons favor gold and valuables
- DC 21 Investigation/Persuasion: Heard of times when the dragon has split into two smaller forms
Combat
- In combat, it favors attrition tactics, slowing foes with its Protoplasm Breath and singling out foes through clever movement with its Slither
- Focuses on killing one foe at a time, preferring enemies that don’t wear armor as they are quicker to digest
- Uses Split defensively when receiving high damage; then either uses its double presence as an advantage or stalls with one half to retreat with the other
Loot Ideas
- Draconic slime residue, which can be crafted into potions of gaseous form or acid resistance
- Gooey dragon scales valued for being easily formable yet providing decent resistance
- Magical loot worn by statues or corpses of former victims that resisted the petrification properties of the protoplasm breath
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.
