Nuluntiq
Small • Aberration • Chaotic Neutral
Armor Class 14
Hit Points 49 (9d6 + 18)
Speed 10 ft., swim 30 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 15 (+2) | 14 (+2) | 10 (+0) | 12 (+1) | 9 (−1) |
Skills Investigation +2, Stealth +5
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 11
Languages Deep Speech
CR 2 (XP 450; PB +2)

Amphibious. The nuluntiq can breathe air and water.
Pack Magic Resistance. The nuluntiq has advantage on saving throws against spells and other magical effects if at least one other nuluntiq is within 5 feet of it and that nuluntiq isn't incapacitated.
ACTIONS
Multiattack. The nuluntiq makes two attacks, using Slowing Claw or Mucus Spit in any combination.
Slowing Claw. Melee Weapon Attack: +4, reach 5 feet. Hit: 7 (2d4 + 2) slashing damage. Further, the target can't take reactions until the end of its next turn, and on its next turn, it can take either an action or a bonus action, not both.
Mucus Spit. Constitution Saving Throw: DC 12, one creature within 30 feet of the nuluntiq that it can see. Failure: 7 (2d6) poison damage, and the target becomes blinded until the end of its turn. Success: Half damage.
Nuluntiq
Small • Aberration • Chaotic Neutral
Armor Class 13
Hit Points 13 (3d6 + 3)
Speed 10 ft., swim 30 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 13 (+1) | 12 (+1) | 10 (+0) | 11 (+0) | 9 (−1) |
Skills Investigation +2, Stealth +5
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 10
Languages Deep Speech
CR 1/4 (XP 50; PB +2)

Amphibious. The nuluntiq can breathe air and water.
Pack Magic Resistance. The nuluntiq has advantage on saving throws against spells and other magical effects if at least one other nuluntiq is within 5 feet of it and that nuluntiq isn't incapacitated.
ACTIONS
Slowing Claw. Melee Weapon Attack: +3, reach 5 feet. Hit: 4 (1d6 + 1) slashing damage. Further, the target can't take reactions until the end of its next turn, and on its next turn, it can take either an action or a bonus action, not both.
Mucus Spit. Constitution Saving Throw: DC 11, one creature within 30 feet of the nuluntiq that it can see. Failure: 4 (1d8) poison damage, and the target becomes blinded until the end of its turn. Success: Half damage.
Nuluntiq
Small • Aberration • Chaotic Neutral
Armor Class 15
Hit Points 97 (15d6 + 45)
Speed 10 ft., swim 30 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 17 (+3) | 16 (+3) | 12 (+1) | 14 (+2) | 9 (−1) |
Saving Throws Dex +6, Int +3, Wis +5
Skills Investigation +4, Stealth +9
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 12
Languages Deep Speech
CR 5 (XP 1,100; PB +3)

Amphibious. The nuluntiq can breathe air and water.
Pack Magic Resistance. The nuluntiq has advantage on saving throws against spells and other magical effects if at least one other nuluntiq is within 5 feet of it and that nuluntiq isn't incapacitated.
ACTIONS
Multiattack. The nuluntiq makes three attacks, using Slowing Claw or Mucus Spit in any combination.
Slowing Claw. Melee Weapon Attack: +6, reach 5 feet. Hit: 11 (2d8 + 3) slashing damage. Further, the target can't take reactions until the end of its next turn, and on its next turn, it can take either an action or a bonus action, not both.
Mucus Spit. Constitution Saving Throw: DC 13, one creature within 30 feet of the nuluntiq that it can see. Failure: 10 (3d6) poison damage, and the target becomes blinded until the end of its turn. 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.
