Shearclaw
Medium • Monstrosity • Unaligned
Armor Class 14
Hit Points 65 (10d8 + 20)
Speed 30 ft.
Initiative +5 (15)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 16 (+3) | 14 (+2) | 5 (-3) | 12 (+1) | 7 (-2) |
Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages –
CR 3 (XP 700; PB +2)

Bloodied - Fury. While bloodied, the shearclaw has advantage on attack rolls.
Heightened Reflexes. The shearclaw can take one additional reaction.
ACTIONS
Multiattack. The shearclaw makes two Rend attacks.
Rend. Melee Weapon Attack: +5, reach 5 ft. Hit: 12 (2d8 + 3) slashing damage. This attack scores a critical hit on a 19 or 20 on a d20.
REACTIONS
Parry. Trigger: The shearclaw is hit by a melee attack. Response: The shearclaw adds 2 to its AC against that attack, possibly causing it to miss.
Shearclaw
Medium • Monstrosity • Unaligned
Armor Class 12
Hit Points 11 (2d8 + 2)
Speed 30 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 13 (+1) | 12 (+1) | 5 (-3) | 10 (+0) | 7 (-2) |
Skills Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages –
CR 1/8 (XP 25; PB +2)

Heightened Reflexes. The shearclaw can take one additional reaction.
ACTIONS
Rend. Melee Weapon Attack: +3, reach 5 ft. Hit: 4 (1d6 + 1) slashing damage.
REACTIONS
Parry. Trigger: The shearclaw is hit by a melee attack. Response: The shearclaw adds 2 to its AC against that attack, possibly causing it to miss.
Shearclaw
Medium • Monstrosity • Unaligned
Armor Class 16
Hit Points 120 (16d8 + 48)
Speed 30 ft.
Initiative +7 (17)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 18 (+4) | 16 (+3) | 5 (-3) | 14 (+2) | 7 (-2) |
Skills Perception +5
Senses darkvision 60 ft., passive Perception 15
Languages –
CR 6 (XP 2,300; PB +3)

Bloodied - Fury. While bloodied, the shearclaw has advantage on attack rolls.
Heightened Reflexes. The shearclaw can take one additional reaction.
ACTIONS
Multiattack. The shearclaw makes two Rend attacks.
Rend. Melee Weapon Attack: +7, reach 5 ft. Hit: 20 (3d10 + 4) slashing damage. This attack scores a critical hit on a 19 or 20 on a d20.
REACTIONS
Parry. Trigger: The shearclaw is hit by a melee attack. Response: The shearclaw adds 3 to its AC against that attack, possibly causing it to miss.
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.
