Rotting Grizzly

Large • Undead • Neutral Evil

Armor Class 12

Hit Points 95 (10d10 + 40)

Speed 40 ft., climb 30 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
19 (+4)10 (+0)18 (+4)2 (-4)9 (-1)5 (-3)

Saving Throws Con +6

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 9

Languages

CR 4 (XP 1,100; PB +2)

A massive undead bear with torn flesh and glowing red eyes, roaring in fury.

Disease Host. The grizzly is immune to diseases but can act as a host for them. When the grizzly is reduced to 0 hit points (regardless of whether this kills the grizzly or not), Constitution Saving Throw: DC 14, each creature in a 5-foot emanation. Failure: The target rolls a d3 to determine the disease it contracts: 1 - cackle fever, 2 - sewer plague, or 3 - sight rot.

Undead Fortitude. If damage reduces the grizzly to 0 hit points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is radiant or from a critical hit. On a successful save, the grizzly drops to 1 hit point instead.

Unusual Nature. The grizzly doesn't require air, food, drink, or sleep.

ACTIONS

Multiattack. The grizzly makes one Bite attack and one Claws attack.

Bite. Melee Weapon Attack: +6, reach 5 ft. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage, and the target is poisoned until the end of its next turn.

Claws. Melee Weapon Attack: +6, reach 5 ft. Hit: 11 (2d6 + 4) slashing damage.

REACTIONS

Infestation. Trigger: The grizzly takes damage from a creature within 20 feet of it. Response - Constitution Saving Throw: DC 14, the attacker. Failure: 5 (2d4) poison damage, and the target must use its reaction to move 5 feet in a random direction.

Rotting Grizzly

Large • Undead • Neutral Evil

Armor Class 11

Hit Points 34 (4d10 + 12)

Speed 40 ft., climb 30 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
17 (+3)10 (+0)16 (+3)2 (-4)9 (-1)5 (-3)

Saving Throws Con +5

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 9

Languages

CR 1 (XP 200; PB +2)

A massive undead bear with torn flesh and glowing red eyes, roaring in fury.

Disease Host. The grizzly is immune to diseases but can act as a host for them. When the grizzly is reduced to 0 hit points (regardless of whether this kills the grizzly or not), Constitution Saving Throw: DC 13, each creature in a 5-foot emanation. Failure: The target rolls a d3 to determine the disease it contracts: 1 - cackle fever, 2 - sewer plague, or 3 - sight rot.

Undead Fortitude. If damage reduces the grizzly to 0 hit points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is radiant or from a critical hit. On a successful save, the grizzly drops to 1 hit point instead.

Unusual Nature. The grizzly doesn't require air, food, drink, or sleep.

ACTIONS

Multiattack. The grizzly makes one Bite attack and one Claws attack.

Bite. Melee Weapon Attack: +5, reach 5 ft. Hit: 7 (1d8 + 3) piercing damage, and the target is poisoned until the end of its next turn.

Claws. Melee Weapon Attack: +5, reach 5 ft. Hit: 6 (1d6 + 3) slashing damage.

REACTIONS

Infestation. Trigger: The grizzly takes damage from a creature within 20 feet of it. Response - Constitution Saving Throw: DC 13, the attacker. Failure: 2 (1d4) poison damage, and the target must use its reaction to move 5 feet in a random direction.

Rotting Grizzly

Large • Undead • Neutral Evil

Armor Class 13

Hit Points 147 (14d10 + 70)

Speed 40 ft., climb 30 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
21 (+5)10 (+0)20 (+5)2 (-4)9 (-1)5 (-3)

Saving Throws Con +8

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 9

Languages

CR 7 (XP 2,900; PB +3)

A massive undead bear with torn flesh and glowing red eyes, roaring in fury.

Disease Host. The grizzly is immune to diseases but can act as a host for them. When the grizzly is reduced to 0 hit points (regardless of whether this kills the grizzly or not), Constitution Saving Throw: DC 16, each creature in a 5-foot emanation. Failure: The target rolls a d3 to determine the disease it contracts: 1 - cackle fever, 2 - sewer plague, or 3 - sight rot.

Undead Fortitude. If damage reduces the grizzly to 0 hit points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is radiant or from a critical hit. On a successful save, the grizzly drops to 1 hit point instead.

Unusual Nature. The grizzly doesn't require air, food, drink, or sleep.

ACTIONS

Multiattack. The grizzly makes one Bite attack and one Claws attack.

Bite. Melee Weapon Attack: +6, reach 5 ft. Hit: 14 (2d8 + 5) piercing damage plus 10 (3d6) poison damage, and the target is poisoned until the end of its next turn.

Claws. Melee Weapon Attack: +6, reach 5 ft. Hit: 15 (3d6 + 5) slashing damage.

REACTIONS

Infestation. Trigger: The grizzly takes damage from a creature within 20 feet of it. Response - Constitution Saving Throw: DC 16, the attacker. Failure: 10 (4d4) poison damage, and the target must use its reaction to move 5 feet in a random direction.

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.