Tectauroch
Huge • Elemental • Unaligned
Armor Class 18
Hit Points 149 (13d12 + 65)
Speed 30 ft., burrow 30 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 23 (+6) | 8 (-1) | 20 (+5) | 3 (-4) | 12 (+1) | 6 (-2) |
Saving Throws Str +9, Con +8
Damage Vulnerabilties thunder
Damage Immunities poison, fire
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 11
Languages understands Primordial but can’t speak
CR 7 (XP 2,900; PB +3)

Bloodied - Lava Veins. While the tectauroch is bloodied, its speed increases by 10 feet, and it leaves a trail of smoldering heat when it moves through a space until the start of its next turn. A creature that enters such a space for the first time on a turn or starts its turn there takes 7 (2d6) fire damage.
Earth Glide. The tectauroch can burrow through nonmagical, unworked earth and stone. While doing so, the tectauroch doesn't disturb the material it moves through.
Siege Monster. The tectauroch deals double damage to objects and structures.
Unstoppable. The tectauroch ignores difficult terrain and is immune to effects that would reduce its movement speed or require it to spend additional feet per foot moved.
Unusual Nature. The tectauroch doesn't require air, food, drink, or sleep.
ACTIONS
Gore. Melee Weapon Attack: +9, reach 5 feet. Hit: 25 (3d12 + 6) piercing damage plus 10 (3d6) fire damage.
Charge. The tectauroch moves up to its speed. While doing so, it can move through Large or smaller creatures’ spaces, but it can’t end its movement in their spaces. Each creature the tectauroch moves through is targeted once by the following effect. Strength Saving Throw: DC 17. Failure: The target takes 16 (3d6 + 6) bludgeoning damage and is knocked prone. Success: Half damage.
BONUS ACTIONS
Trample. Dexterity Saving Throw: DC 17, one prone creature within 5 feet of the tectauroch that it can see. Failure: 10 (1d8 + 6) bludgeoning damage plus 4 (1d8) fire damage. Success: Half damage.
Tectauroch
Huge • Elemental • Unaligned
Armor Class 17
Hit Points 94 (9d12 + 36)
Speed 30 ft., burrow 30 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 8 (-1) | 18 (+4) | 3 (-4) | 10 (+0) | 6 (-2) |
Saving Throws Str +7, Con +6
Damage Vulnerabilties thunder
Damage Immunities poison, fire
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages understands Primordial but can’t speak
CR 4 (XP 1,100; PB +2)

Bloodied - Lava Veins. While the tectauroch is bloodied, its speed increases by 10 feet, and it leaves a trail of smoldering heat when it moves through a space until the start of its next turn. A creature that enters such a space for the first time on a turn or starts its turn there takes 3 (1d6) fire damage.
Earth Glide. The tectauroch can burrow through nonmagical, unworked earth and stone. While doing so, the tectauroch doesn't disturb the material it moves through.
Siege Monster. The tectauroch deals double damage to objects and structures.
Unstoppable. The tectauroch ignores difficult terrain and is immune to effects that would reduce its movement speed or require it to spend additional feet per foot moved.
Unusual Nature. The tectauroch doesn't require air, food, drink, or sleep.
ACTIONS
Gore. Melee Weapon Attack: +7, reach 5 feet. Hit: 18 (2d12 + 5) piercing damage plus 7 (2d6) fire damage.
Charge. The tectauroch moves up to its speed. While doing so, it can move through Large or smaller creatures’ spaces, but it can’t end its movement in their spaces. Each creature the tectauroch moves through is targeted once by the following effect. Strength Saving Throw: DC 15. Failure: The target takes 12 (2d6 + 5) bludgeoning damage and is knocked prone. Success: Half damage.
BONUS ACTIONS
Trample. Dexterity Saving Throw: DC 15, one prone creature within 5 feet of the tectauroch that it can see. Failure: 8 (1d6 + 5) bludgeoning damage. Success: Half damage.
Tectauroch
Huge • Elemental • Unaligned
Armor Class 19
Hit Points 212 (17d12 + 102)
Speed 30 ft., burrow 30 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 25 (+7) | 8 (-1) | 22 (+6) | 3 (-4) | 14 (+2) | 6 (-2) |
Saving Throws Str +11, Con +10
Damage Vulnerabilties thunder
Damage Immunities poison, fire
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 12
Languages understands Primordial but can’t speak
CR 10 (XP 5,900; PB +4)

Bloodied - Lava Veins. While the tectauroch is bloodied, its speed increases by 10 feet, and it leaves a trail of smoldering heat when it moves through a space until the start of its next turn. A creature that enters such a space for the first time on a turn or starts its turn there takes 10 (3d6) fire damage.
Earth Glide. The tectauroch can burrow through nonmagical, unworked earth and stone. While doing so, the tectauroch doesn't disturb the material it moves through.
Siege Monster. The tectauroch deals double damage to objects and structures.
Unstoppable. The tectauroch ignores difficult terrain and is immune to effects that would reduce its movement speed or require it to spend additional feet per foot moved.
Unusual Nature. The tectauroch doesn't require air, food, drink, or sleep.
ACTIONS
Gore. Melee Weapon Attack: +11, reach 5 feet. Hit: 33 (4d12 + 7) piercing damage plus 14 (4d6) fire damage.
Charge. The tectauroch moves up to its speed. While doing so, it can move through Large or smaller creatures’ spaces, but it can’t end its movement in their spaces. Each creature the tectauroch moves through is targeted once by the following effect. Strength Saving Throw: DC 19. Failure: The target takes 21 (4d6 + 7) bludgeoning damage and is knocked prone. Success: Half damage.
BONUS ACTIONS
Trample. Dexterity Saving Throw: DC 19, one prone creature within 5 feet of the tectauroch that it can see. Failure: 14 (2d6 + 7) bludgeoning damage plus 7 (2d6) fire damage. 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.
