The worst of a gruesome lot, the mighty drakopede is the crowning achievement of the druidic magic that fabricated the vermindrakes. A massive monstrosity of epic proportions, the drakopede is a crawling catastrophe that annihilates everything its path. A drakopede resembles a massive dragon-headed centipede coated in heavy scales as thick as trees, and its mouth is lined with scything pincers dripping with acid. Its body is alarmingly resilient, shrugging off all but the most powerful spells with ease and possessing physical might rivaling the mightiest dragon. When a drakopede awakens, it immediately embarks upon a destructive rampage. With a ravenous hatred for civilizations, the drakopede settles for nothing less than the complete genocide of those who defile the natural world, no matter how small their sins.


Gargantuan monstrosity, unaligned

Armor Class 24 (natural armor)
Hit Points 799 (41d20 + 369)
Speed 80 ft., burrow 40 ft., climb 80 ft.

30 (+10) 18 (+4) 29 (+9) 14 (+2) 23 (+6) 1 (-5)

Saving Throws Str +18, Con +17, Int +14, Cha +4
Skills Athletics +18, Perception +14, Survival +14
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened, prone, restrained
Senses darkvision 300 ft., tremorsense 200 ft., passive Perception 24
Challenge 27 (105,000 XP)


Devastator. The drakopede can spend movement to deal damage to structures adjacent to its head. The drakopede deals 50 bludgeoning damage to an object or structure within 5 feet of its head for every 10 feet spent in this manner.

Massive. The drakopede is 200 feet long and 10 feet wide, typically occupying a 50-foot-by-50-foot square on the battlefield. Attacks and effects that cannot reach its head deal half damage to the drakopede, and it is immune to any effect that would force it to attempt an Intelligence, Wisdom, or Charisma saving throw if its head is out of range of the effect.

Overrun. The drakopede ignores nonmagical difficult terrain and damages anything in spaces through which it moves. When the drakopede moves into a space for the first time on its turn, it deals 21 (6d6) bludgeoning damage to everything in that space. A creature can only take damage from this effect once per turn.

Spell Suppression. At the start of each of its turns, the drakopede can choose to suppress all spells or magical effects of 8th level or lower currently affecting it, becoming immune to those effects. This benefit lasts until the end of the drakopede’s turn, at which point spells or magical effects resume (when applicable).


Multiattack. The drakopede makes one attack—Bite, Pincer, or Spit—and up to six Claw attacks, only two of which can be against the same target.

Bite. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 49 (6d12 + 10) piercing damage. If the target is a flesh-and-blood creature, it must succeed on a DC 25 Constitution saving throw or take 35 (10d6) acid damage. A creature immune to the poisoned condition has advantage on this saving throw.

Claw. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 14 (1d8 + 10) slashing damage, and the drakopede may grapple the target (escape DC 26).

Pincer. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 49 (6d12 + 10) slashing damage. If the target is reduced to 0 hit points by this attack, it is sliced in half.

Spit. Ranged Weapon Attack: +18 to hit, range 120/240 ft., one target. Hit: 73 (14d8 + 10) acid damage.


Crush Magic. When the drakopede is prevented from entering a space by a spell or magical effect, it can take a reaction to attempt a Strength (Athletics) check versus the caster’s spell save DC. On a success, the drakopede ends the spell or magical effect.


The drakopede can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The drakopede regains spent legendary actions at the start of its turn.

Bestial Rage. The drakopede ends one condition of the following options currently affecting it: incapacitated, paralyzed, petrified, stunned, unconscious. If one of these conditions would prevent the drakopede from taking this action, it may still take this action.

Claw. The drakopede makes a Claw attack.

Rear Up. The drakopede rears its head, using its lengthy body to increase its reach. Until the end of its next turn, the drakopede’s reach is increased by 60 feet, but it cannot spend movement.

Savage (Costs 2 Actions). The drakopede makes a Bite, Pincer, or Spit attack.

Trample. The drakopede moves up to its speed.

Ref: TPKB1 p257