Mawlor
Large • Fiend (Demon) • Chaotic Evil
Armor Class 16
Hit Points 123 (13d10 + 52)
Speed 30 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 10 (+0) | 19 (+4) | 7 (−2) | 8 (−1) | 10 (+0) |
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 60 ft., passive Perception 9
Languages Abyssal, telepathy 60 ft.
CR 9 (XP 5,000; PB +4)

Magic Resistance. The mawlor has advantage on saving throws against spells and other magical effects.
Ravenous Killer. Constitution Saving Throw: DC 16, a creature reduced to 0 hit points by the mawlor. Failure: The creature dies and loses one random body part.
ACTIONS
Multiattack. The mawlor makes two Rend attacks.
Rend. Melee Weapon Attack: +8, reach 5 ft. Hit: 22 (4d8 + 4) slashing damage, and the target is grappled (escape DC 16).
Bile. Ranged Weapon Attack: +9, range 30 ft. Hit: 32 (5d12) acid damage.
BONUS ACTIONS
Hunger Rush. The mawlor uses the Dash action to move towards a hostile creature.
Many Maws. Constitution Saving Throw: DC 16, each creature grappled by the mawlor. Failure: 17 (5d6) piercing damage. Success: Half damage.
Mawlor
Large • Fiend (Demon) • Chaotic Evil
Armor Class 15
Hit Points 93 (11d10 + 33)
Speed 30 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 10 (+0) | 17 (+3) | 7 (−2) | 8 (−1) | 10 (+0) |
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 60 ft., passive Perception 9
Languages Abyssal, telepathy 60 ft.
CR 6 (XP 2,300; PB +3)

Magic Resistance. The mawlor has advantage on saving throws against spells and other magical effects.
Ravenous Killer. Constitution Saving Throw: DC 14, a creature reduced to 0 hit points by the mawlor. Failure: The creature dies and loses one random body part.
ACTIONS
Multiattack. The mawlor makes two Rend attacks.
Rend. Melee Weapon Attack: +6, reach 5 ft. Hit: 13 (3d6 + 3) slashing damage, and the target is grappled (escape DC 14).
Bile. Ranged Weapon Attack: +7, range 30 ft. Hit: 26 (4d12) acid damage.
BONUS ACTIONS
Hunger Rush. The mawlor uses the Dash action to move towards a hostile creature.
Many Maws. Constitution Saving Throw: DC 14, each creature grappled by the mawlor. Failure: 13 (3d8) piercing damage. Success: Half damage.
Mawlor
Large • Fiend (Demon) • Chaotic Evil
Armor Class 17
Hit Points 189 (18d10 + 90)
Speed 30 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 10 (+0) | 21 (+5) | 7 (−2) | 8 (−1) | 10 (+0) |
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 60 ft., passive Perception 9
Languages Abyssal, telepathy 60 ft.
CR 12 (XP 8,400; PB +4)

Magic Resistance. The mawlor has advantage on saving throws against spells and other magical effects.
Ravenous Killer. Constitution Saving Throw: DC 17, a creature reduced to 0 hit points by the mawlor. Failure: The creature dies and loses one random body part.
ACTIONS
Multiattack. The mawlor makes two Rend attacks.
Rend. Melee Weapon Attack: +9, reach 5 ft. Hit: 27 (5d8 + 5) slashing damage, and the target is grappled (escape DC 17).
Bile. Ranged Weapon Attack: +10, range 30 ft. Hit: 39 (6d12) acid damage.
BONUS ACTIONS
Hunger Rush. The mawlor uses the Dash action to move towards a hostile creature.
Many Maws. Constitution Saving Throw: DC 17, each creature grappled by the mawlor. Failure: 21 (6d6) piercing damage. Success: Half damage.
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.
