Terrathid
Large • Monstrosity • Unaligned
Armor Class 15
Hit Points 102 (12d10 + 36)
Speed 30 ft., burrow 30 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 12 (+1) | 16 (+3) | 5 (-3) | 14 (+2) | 8 (-1) |
Skills Perception +5, Stealth +7
Senses darkvision 60 ft., tremorsense 150 ft., passive Perception 15
Languages –
CR 6 (XP 2,300; PB +3)

Herbalist’s Lure. The terrathid can grow valuable, rare herbs and flowers on its grassy back. The DM decides what kind of herbs are growing on the terrathid.
Sunlight Weakness. If the terrathid's whole body is exposed to direct sunlight for more than an hour or to the daylight spell, its AC decreases by 2 until it spends 1 hour outside of the sunlight.
ACTIONS
Multiattack. The terrathid makes two Rend attacks. It can replace one of these attacks with a use of Pinning Claws.
Rend. Melee Weapon Attack: +6, reach 5 ft. Hit: 19 (3d10 + 3) slashing damage. This attack deals an additional 11 (2d10) damage if the terrathid has advantage on the attack roll.
Pinning Claws. Dexterity Saving Throw: DC 14 (with disadvantage if the terrathid is hidden from the target), one creature in the space 5 feet above the terrathid. Failure: The target takes 10 (2d6 + 3) piercing damage and is grappled (escape DC 14). While grappled this way, the target is restrained.
BONUS ACTIONS
Burrowing Prowl. The terrathid moves up to half its movement speed. If it uses its burrowing speed for that to move through the ground, it can take the Hide action at any point during that movement.
Terrathid
Large • Monstrosity • Unaligned
Armor Class 14
Hit Points 60 (8d10 + 16)
Speed 30 ft., burrow 30 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 10 (+0) | 14 (+2) | 5 (-3) | 12 (+1) | 8 (-1) |
Skills Perception +3, Stealth +4
Senses darkvision 60 ft., tremorsense 150 ft., passive Perception 13
Languages –
CR 3 (XP 700; PB +2)

Herbalist’s Lure. The terrathid can grow valuable, rare herbs and flowers on its grassy back. The DM decides what kind of herbs are growing on the terrathid.
Sunlight Weakness. If the terrathid's whole body is exposed to direct sunlight for more than an hour or to the daylight spell, its AC decreases by 2 until it spends 1 hour outside of the sunlight.
ACTIONS
Multiattack. The terrathid makes two Rend attacks. It can replace one of these attacks with a use of Pinning Claws.
Rend. Melee Weapon Attack: +4, reach 5 ft. Hit: 11 (2d8 + 2) slashing damage. This attack deals an additional 4 (1d8) damage if the terrathid has advantage on the attack roll.
Pinning Claws. Dexterity Saving Throw: DC 12 (with disadvantage if the terrathid is hidden from the target), one creature in the space 5 feet above the terrathid. Failure: The target takes 5 (1d6 + 2) piercing damage and is grappled (escape DC 12). While grappled this way, the target is restrained.
BONUS ACTIONS
Burrowing Prowl. The terrathid moves up to half its movement speed. If it uses its burrowing speed for that to move through the ground, it can take the Hide action at any point during that movement.
Terrathid
Large • Monstrosity • Unaligned
Armor Class 16
Hit Points 142 (15d10 + 60)
Speed 30 ft., burrow 30 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 14 (+2) | 18 (+4) | 5 (-3) | 16 (+3) | 8 (-1) |
Skills Perception +7, Stealth +10
Senses darkvision 60 ft., tremorsense 150 ft., passive Perception 17
Languages –
CR 9 (XP 5,000; PB +4)

Herbalist’s Lure. The terrathid can grow valuable, rare herbs and flowers on its grassy back. The DM decides what kind of herbs are growing on the terrathid.
Sunlight Weakness. If the terrathid's whole body is exposed to direct sunlight for more than an hour or to the daylight spell, its AC decreases by 2 until it spends 1 hour outside of the sunlight.
ACTIONS
Multiattack. The terrathid makes two Rend attacks. It can replace one of these attacks with a use of Pinning Claws.
Rend. Melee Weapon Attack: +8, reach 5 ft. Hit: 30 (4d12 + 4) slashing damage. This attack deals an additional 13 (2d12) damage if the terrathid has advantage on the attack roll.
Pinning Claws. Dexterity Saving Throw: DC 16 (with disadvantage if the terrathid is hidden from the target), one creature in the space 5 feet above the terrathid. Failure: The target takes 14 (3d6 + 4) piercing damage and is grappled (escape DC 16). While grappled this way, the target is restrained.
BONUS ACTIONS
Burrowing Prowl. The terrathid moves up to half its movement speed. If it uses its burrowing speed for that to move through the ground, it can take the Hide action at any point during that movement.
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.
