The drakoptera, a winged terror of unparalleled ferocity, combines the durability and agility of a small dragon with the unrelenting rage of an angry wasp. As such, they resemble oversized wasps with draconic features, their bodies a twisted mess of claws, scales, chitin, and mandibles. The creatures exist in a state of perpetual rage, driven to slaughter any creature they come across with suicidal determination. The exception to this rule are other vermindrakes, further corroborating the theory that the creatures were artificially crafted. Coexistence with drakopteras is impossible; once they have killed everything within their territory, they migrate to a new locale and begin their destructive rampage anew.


Large monstrosity, unaligned

Armor Class 20 (natural armor)
Hit Points 144 (17d10 + 51)
Speed 20 ft., fly 60 ft.

14 (+2) 22 (+6) 19 (+4) 6 (-2) 17 (+3) 1 (-5)

Saving Throws Str +7, Dex +11, Con +9
Skills Athletics +7, Perception +13, Survival +8
Damage Vulnerabilities lightning
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, frightened, stunned, unconscious
Senses blindsight 30 ft., passive Perception 23
Challenge 11 (7,200 XP)


Aerial Combatant. As a bonus action while the drakoptera is flying, it can take the Dash or Dodge action.

Single-Minded Fury. When the drakoptera rolls for initiative, it chooses a single enemy creature it is aware of and is filled with rage toward that creature, granting it the following benefits.

  • The drakoptera won’t willingly attack any creature other than the chosen enemy.
  • The drakoptera has advantage on attack rolls against the chosen enemy.

This effect ends if the drakoptera has not attacked the target for at least 1 minute or its target is slain. When the target is slain the drakoptera can immediately target another enemy creature it is aware of with this feature.

Spell Suppression. At the start of each of its turns, the drakoptera can choose to suppress a single spell or magical effect of 5th level or lower currently affecting it, becoming immune to its effects. This benefit lasts until the end of the drakoptera’s turn, at which point the spell or magical effect resumes (when applicable).


Multiattack. The drakoptera makes two attacks.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage, and if the target is a creature, the drakoptera may grapple it (escape DC 15). Until this grapple ends, the drakoptera cannot bite another target.

Inject Venom (Recharge 6). Melee Weapon Attack: +11 to hit, reach 10 ft., one grappled target. Hit: The target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 hour. While paralyzed in this manner, a creature with 1 or more hit points takes 13 (3d8) necrotic damage at the start of each of its turns, and if reduced to 0 hit points by this damage immediately stabilizes. A paralyzed creature can attempt a DC 17 Constitution saving throw at the end of each of its turns to end the effect. A creature immune to the poisoned condition has advantage on all saving throws against these effects.

Sting. Melee or Ranged Weapon Attack: +11 to hit, reach 10 ft./ range 60 ft., one target. Hit: 19 (2d12 + 6) piercing damage and 13 (2d12) poison damage.

Ref: TPKB1 p250