Oculothrasher
Gargantuan • Aberration • Chaotic Evil
Armor Class 17
Hit Points 203 (14d20 + 56)
Speed 40 ft., burrow 30 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 25 (+7) | 13 (+1) | 19 (+4) | 7 (−2) | 14 (+2) | 10 (+0) |
Saving Throws Wis +6, Cha+4
Skills Perception +6
Damage Resistances psychic
Damage Immunities cold
Senses darkvision 120 ft., tremorsense 300 ft., passive Perception 16
Languages understands Deep Speech but can’t speak
CR 12 (XP 8,400; PB +4)

Ice Walk. The oculothrasher can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Mindless Fury. Intelligence Saving Throw: DC 16, any creature reduced to 0 hit points by the oculothrasher. Failure: The target becomes affected by the feeblemind spell.
Tunneler. The oculothrasher can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.
ACTIONS
Multiattack. The oculothrasher makes one Bite attack and uses its Tentacles once.
Bite. Melee Weapon Attack: +11, reach 10 ft. Hit: 33 (4d12 + 7) piercing damage plus 13 (3d8) cold damage, and the target is grappled (escape DC 19). Until this grapple ends, the creature is restrained, and the oculothrasher can't use its Bite against another target.
Tentacles. Dexterity Saving Throw: DC 19, one creature grappled by the oculothrasher. Failure: 16 (2d8 + 7) slashing damage plus 14 (4d6) psychic damage. Success: Half damage.
BONUS ACTIONS
Rage Beam. Wisdom Saving Throw: DC 16, one creature within 90 feet of the oculothrasher that it can see. Failure: The target can only target the oculothrasher with attacks and abilities, and it spends its turns moving closer to the oculothrasher and attacking it. The effect lasts for 1 minute. The target repeats the save whenever it takes damage, ending the effect on a success. Success or Effect: The target becomes immune to this effect for 1 hour.
Oculothrasher
Gargantuan • Aberration • Chaotic Evil
Armor Class 16
Hit Points 135 (10d20 + 30)
Speed 40 ft., burrow 30 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 23 (+6) | 11 (+0) | 17 (+3) | 7 (−2) | 14 (+2) | 10 (+0) |
Saving Throws Wis +5, Cha+3
Skills Perception +6
Damage Resistances psychic
Damage Immunities cold
Senses darkvision 120 ft., tremorsense 300 ft., passive Perception 16
Languages understands Deep Speech but can’t speak
CR 9 (XP 5,000; PB +4)

Ice Walk. The oculothrasher can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Mindless Fury. Intelligence Saving Throw: DC 15, any creature reduced to 0 hit points by the oculothrasher. Failure: The target becomes affected by the feeblemind spell.
Tunneler. The oculothrasher can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.
ACTIONS
Multiattack. The oculothrasher makes one Bite attack and uses its Tentacles once.
Bite. Melee Weapon Attack: +10, reach 10 ft. Hit: 25 (3d12 + 6) piercing damage plus 9 (2d8) cold damage, and the target is grappled (escape DC 18). Until this grapple ends, the creature is restrained, and the oculothrasher can't use its Bite against another target.
Tentacles. Dexterity Saving Throw: DC 18, one creature grappled by the oculothrasher. Failure: 10 (1d8 + 6) slashing damage plus 14 (4d6) psychic damage. Success: Half damage.
BONUS ACTIONS
Rage Beam. Wisdom Saving Throw: DC 15, one creature within 60 feet of the oculothrasher that it can see. Failure: The target can only target the oculothrasher with attacks and abilities, and it spends its turns moving closer to the oculothrasher and attacking it. The effect lasts for 1 minute. The target repeats the save whenever it takes damage, ending the effect on a success. Success or Effect: The target becomes immune to this effect for 1 hour.
Oculothrasher
Gargantuan • Aberration • Chaotic Evil
Armor Class 18
Hit Points 232 (15d20 + 75)
Speed 40 ft., burrow 30 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 27 (+8) | 15 (+2) | 21 (+5) | 7 (−2) | 14 (+2) | 10 (+0) |
Saving Throws Wis +7, Cha+5
Skills Perception +7
Damage Resistances psychic
Damage Immunities cold
Senses darkvision 120 ft., tremorsense 300 ft., passive Perception 17
Languages understands Deep Speech but can’t speak
CR 15 (XP 13,000; PB +5)

Ice Walk. The oculothrasher can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Mindless Fury. Intelligence Saving Throw: DC 18, any creature reduced to 0 hit points by the oculothrasher. Failure: The target becomes affected by the feeblemind spell.
Tunneler. The oculothrasher can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.
ACTIONS
Multiattack. The oculothrasher makes one Bite attack and uses its Tentacles once.
Bite. Melee Weapon Attack: +13, reach 10 ft. Hit: 40 (5d12 + 8) piercing damage plus 18 (4d8) cold damage, and the target is grappled (escape DC 21). Until this grapple ends, the creature is restrained, and the oculothrasher can't use its Bite against another target.
Tentacles. Dexterity Saving Throw: DC 21, one creature grappled by the oculothrasher. Failure: 21 (3d8 + 8) slashing damage plus 14 (4d6) psychic damage. Success: Half damage.
BONUS ACTIONS
Rage Beam. Wisdom Saving Throw: DC 18, one creature within 120 feet of the oculothrasher that it can see. Failure: The target can only target the oculothrasher with attacks and abilities, and it spends its turns moving closer to the oculothrasher and attacking it. The effect lasts for 1 minute. The target repeats the save whenever it takes damage, ending the effect on a success. Success or Effect: The target becomes immune to this effect for 1 hour.
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.
