Mulagirr

Small • Fiend (Devil) • Lawful Evil

Armor Class 18

Hit Points 157 (21d6 + 84)

Speed 30 ft., fly 80 ft.

Initiative +12 (22)

STRDEXCONINTWISCHA
17 (+3)22 (+6)18 (+4)20 (+5)19 (+4)21 (+5)

Saving Throws Dex +12, Int +11

Skills Investigation +11, Perception +10, Stealth +12

Damage Resistances psychic

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 120 ft., passive Perception 20

Languages Infernal, telepathy 120 ft.

CR 17 (XP 18,000; PB +6)

A towering black demon with red horns, massive wings, and burning eyes clad in dark armor.

Alert. The mulagirr can’t be surprised.

Evasion. If the mulagirr is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the mulagirr instead takes no damage if it succeeds on the save and only half damage if it fails. It can't use this trait if it is incapacitated.

Magic Resistance. The mulagirr has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The mulagirr makes two Claws attacks and one Sting attack. It can replace each of those Claw attacks for a use of Spellcasting to cast an at-will spell. Before or after these attacks, the mulagirr can use its Soul Link, if available.

Claw. Melee Weapon Attack: +12, reach 5 ft. Hit: 13 (2d6 + 6) slashing damage.

Sting. Melee Weapon Attack: +12, reach 5 ft. Hit: 10 (1d8 + 6) piercing damage plus 13 (3d8) necrotic damage, and the target becomes poisoned until the end of its next turn. While poisoned, the target can’t regain hit points.

Soul Link (Recharge 6). Charisma Saving Throw: DC 19, one creature within 30 feet of the mulagirr. Failure: The target becomes linked to the mulagirr. While linked that way, the mulagirr takes only half the damage dealt to it, and the linked creature takes the other half. This effect lasts until the mulagirr’s concentration ends (as if concentrating on a spell) or the target is further away than 90 feet from the mulagirr.

Spellcasting. The mulagirr casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19):

At will: blindness/deafness, ray of sickness (level 4)

1/day: feeblemind, force cage, maze

REACTIONS

Mirror Linked. Trigger: The creature affected by the mulagirr's Soul Link uses an action to make an attack roll, cast a spell, use an ability, or use one of the standard actions. Response: The mulagirr magically copies that action immediately afterwards. If the action chooses a target, the malagor can choose its own target. If the action forces a saving throw, the mulagirr’s target makes its own save. If the action was an attack, the mulagirr makes its own attack.

Mulagirr

Small • Fiend (Devil) • Lawful Evil

Armor Class 17

Hit Points 136 (21d6 + 63)

Speed 30 ft., fly 80 ft.

Initiative +10 (20)

STRDEXCONINTWISCHA
15 (+2)20 (+5)16 (+3)18 (+4)17 (+3)19 (+4)

Saving Throws Dex +10, Int +9

Skills Investigation +9, Perception +8, Stealth +10

Damage Resistances psychic

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 120 ft., passive Perception 18

Languages Infernal, telepathy 120 ft.

CR 14 (XP 11,500; PB +5)

A towering black demon with red horns, massive wings, and burning eyes clad in dark armor.

Alert. The mulagirr can’t be surprised.

Evasion. If the mulagirr is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the mulagirr instead takes no damage if it succeeds on the save and only half damage if it fails. It can't use this trait if it is incapacitated.

Magic Resistance. The mulagirr has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The mulagirr makes two Claws attacks and one Sting attack. It can replace each of those Claw attacks for a use of Spellcasting to cast an at-will spell. Before or after these attacks, the mulagirr can use its Soul Link, if available.

Claw. Melee Weapon Attack: +10, reach 5 ft. Hit: 8 (1d6 + 5) slashing damage.

Sting. Melee Weapon Attack: +10, reach 5 ft. Hit: 9 (1d8 + 5) piercing damage plus 9 (2d8) necrotic damage, and the target becomes poisoned until the end of its next turn. While poisoned, the target can’t regain hit points.

Soul Link (Recharge 5-6). Charisma Saving Throw: DC 17, one creature within 30 feet of the mulagirr. Failure: The target becomes linked to the mulagirr. While linked that way, the mulagirr takes only half the damage dealt to it, and the linked creature takes the other half. This effect lasts until the mulagirr’s concentration ends (as if concentrating on a spell) or the target is further away than 90 feet from the mulagirr.

Spellcasting. The mulagirr casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):

At will: blindness/deafness, ray of sickness (level 3)

1/day: feeblemind, force cage, maze

REACTIONS

Mirror Linked. Trigger: The creature affected by the mulagirr's Soul Link uses an action to make an attack roll, cast a spell, use an ability, or use one of the standard actions. Response: The mulagirr magically copies that action immediately afterwards. If the action chooses a target, the malagor can choose its own target. If the action forces a saving throw, the mulagirr’s target makes its own save. If the action was an attack, the mulagirr makes its own attack.

Mulagirr

Small • Fiend (Devil) • Lawful Evil

Armor Class 19

Hit Points 178 (21d6 + 105)

Speed 30 ft., fly 80 ft.

Initiative +13 (23)

STRDEXCONINTWISCHA
19 (+4)24 (+7)20 (+5)22 (+6)21 (+5)23 (+6)

Saving Throws Dex +13, Int +12

Skills Investigation +12, Perception +11, Stealth +13

Damage Resistances psychic

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 120 ft., passive Perception 21

Languages Infernal, telepathy 120 ft.

CR 20 (XP 25,000; PB +6)

A towering black demon with red horns, massive wings, and burning eyes clad in dark armor.

Alert. The mulagirr can’t be surprised.

Evasion. If the mulagirr is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the mulagirr instead takes no damage if it succeeds on the save and only half damage if it fails. It can't use this trait if it is incapacitated.

Magic Resistance. The mulagirr has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The mulagirr makes two Claws attacks and one Sting attack. It can replace each of those Claw attacks for a use of Spellcasting to cast an at-will spell. Before or after these attacks, the mulagirr can use its Soul Link, if available.

Claw. Melee Weapon Attack: +13, reach 5 ft. Hit: 17 (3d6 + 7) slashing damage.

Sting. Melee Weapon Attack: +13, reach 5 ft. Hit: 16 (2d8 + 7) piercing damage plus 13 (3d8) necrotic damage, and the target becomes poisoned until the end of its next turn. While poisoned, the target can’t regain hit points.

Soul Link (Recharge 6). Charisma Saving Throw: DC 20, one creature within 30 feet of the mulagirr. Failure: The target becomes linked to the mulagirr. While linked that way, the mulagirr takes only half the damage dealt to it, and the linked creature takes the other half. This effect lasts until the mulagirr’s concentration ends (as if concentrating on a spell) or the target is further away than 90 feet from the mulagirr.

Spellcasting. The mulagirr casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 20):

At will: blindness/deafness, ray of sickness (level 5)

1/day: feeblemind, force cage, maze

REACTIONS

Mirror Linked. Trigger: The creature affected by the mulagirr's Soul Link uses an action to make an attack roll, cast a spell, use an ability, or use one of the standard actions. Response: The mulagirr magically copies that action immediately afterwards. If the action chooses a target, the malagor can choose its own target. If the action forces a saving throw, the mulagirr’s target makes its own save. If the action was an attack, the mulagirr makes its own attack.

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.