Pryodarr

Medium • Fiend (Demon) • Chaotic Evil

Armor Class 16

Hit Points 90 (12d8 + 36)

Speed 10 ft., fly 30 ft. (hover)

Initiative +2 (12)

STRDEXCONINTWISCHA
15 (+2)14 (+2)16 (+3)12 (+1)13 (+1)16 (+3)

Saving Throws Con +6, Cha +6

Damage Immunities fire, poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 11

Languages Abyssal, telepathy 120 ft.

CR 8 (XP 3,900; PB +3)

A tall armored being wreathed in molten fire, with glowing orange cracks in its dark armor.

Fire Absorption. Whenever the pryodarr is subjected to fire damage, it regains a number of hit points equal to the fire damage dealt. This trait doesn’t work for fire damage caused by itself or another pryodarr.

ACTIONS

Multiattack. The pryodarr makes two Fire Blast attacks.

Fire Blast. Melee or Ranged Spell Attack: +6, reach 5 ft. or range 90 ft. Hit: 17 (4d6 + 3) fire damage, and creatures in a 5-foot emanation originating from the target take half as much damage.

Blazing Hands (1/Day). Constitution Saving Throw: DC 14, one creature within 5 feet of pryodarr. Failure: 39 (6d12) fire damage. Success: Half damage. Failure or Success: If this damage reduces the target to 0 hit points, it dies, taking mortal wounds that require a raise dead spell or similar magic to resurrect it.

Spellcasting. The pryodarr casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):

At will: heat metal, produce flame

1/day: fireball, fire shield (only fire), wall of fire

BONUS ACTIONS

Fiery Step (2/Day). Dexterity Saving Throw: DC 14, each creature in a 5-foot emanation originating from the pryodarr. Failure: 7 (2d6) fire damage. Failure or Success: The pryodarr then teleports to a point it can see within 30 feet of it.

Pryodarr

Medium • Fiend (Demon) • Chaotic Evil

Armor Class 15

Hit Points 65 (10d8 + 20)

Speed 10 ft., fly 30 ft. (hover)

Initiative +1 (11)

STRDEXCONINTWISCHA
13 (+1)12 (+1)14 (+2)10 (+0)11 (+0)14 (+2)

Damage Immunities fire, poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 10

Languages Abyssal, telepathy 120 ft.

CR 5 (XP 1,800; PB +3)

A tall armored being wreathed in molten fire, with glowing orange cracks in its dark armor.

Fire Absorption. Whenever the pryodarr is subjected to fire damage, it regains a number of hit points equal to the fire damage dealt. This trait doesn’t work for fire damage caused by itself or another pryodarr.

ACTIONS

Multiattack. The pryodarr makes two Fire Blast attacks.

Fire Blast. Melee or Ranged Spell Attack: +5, reach 5 ft. or range 90 ft. Hit: 12 (3d6 + 2) fire damage, and creatures in a 5-foot emanation originating from the target take half as much damage.

Blazing Hands (1/Day). Constitution Saving Throw: DC 13, one creature within 5 feet of pryodarr. Failure: 26 (4d12) fire damage. Success: Half damage. Failure or Success: If this damage reduces the target to 0 hit points, it dies, taking mortal wounds that require a raise dead spell or similar magic to resurrect it.

Spellcasting. The pryodarr casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13):

At will: heat metal, produce flame

1/day: fireball, fire shield (only fire)

BONUS ACTIONS

Fiery Step (1/Day). Dexterity Saving Throw: DC 13, each creature in a 5-foot emanation originating from the pryodarr. Failure: 3 (1d6) fire damage. Failure or Success: The pryodarr then teleports to a point it can see within 30 feet of it.

Pryodarr

Medium • Fiend (Demon) • Chaotic Evil

Armor Class 17

Hit Points 153 (18d8 + 72)

Speed 10 ft., fly 30 ft. (hover)

Initiative +3 (13)

STRDEXCONINTWISCHA
17 (+3)16 (+3)18 (+4)14 (+2)15 (+2)18 (+4)

Saving Throws Con +8, Cha +8

Damage Immunities fire, poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 12

Languages Abyssal, telepathy 120 ft.

CR 11 (XP 7,200; PB +4)

A tall armored being wreathed in molten fire, with glowing orange cracks in its dark armor.

Fire Absorption. Whenever the pryodarr is subjected to fire damage, it regains a number of hit points equal to the fire damage dealt. This trait doesn’t work for fire damage caused by itself or another pryodarr.

ACTIONS

Multiattack. The pryodarr makes two Fire Blast attacks.

Fire Blast. Melee or Ranged Spell Attack: +8, reach 5 ft. or range 90 ft. Hit: 26 (4d10 + 4) fire damage, and creatures in a 5-foot emanation originating from the target take half as much damage.

Blazing Hands (1/Day). Constitution Saving Throw: DC 16, one creature within 5 feet of pryodarr. Failure: 52 (8d12) fire damage. Success: Half damage. Failure or Success: If this damage reduces the target to 0 hit points, it dies, taking mortal wounds that require a raise dead spell or similar magic to resurrect it.

Spellcasting. The pryodarr casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):

At will: heat metal, produce flame

2/day: fireball, fire shield (only fire), wall of fire

BONUS ACTIONS

Fiery Step (3/Day). Dexterity Saving Throw: DC 16, each creature in a 5-foot emanation originating from the pryodarr. Failure: 10 (3d6) fire damage. Failure or Success: The pryodarr then teleports to a point it can see within 30 feet of it.

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.