Venrakes
Large • Monstrosity • Unaligned
Armor Class 13
Hit Points 105 (14d10 + 28)
Speed 20 ft., fly 60 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 10 (+0) | 14 (+2) | 3 (-4) | 11 (+0) | 6 (-2) |
Skills Perception +6
Senses passive Perception 16
Languages –
CR 5 (XP 1,800; PB +3)

ACTIONS
Multiattack. The venrakes makes one Talon and two Stinger attacks. If the venrakes hits the same creature with both its Stinger attacks on the same turn, the target becomes paralyzed until the start of the venrakes’ next turn, provided the target is not immune to the poisoned condition.
Talons. Melee Weapon Attack: +6, reach 5 ft. Hit: 10 (2d6 + 3) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14) from both talons. While grappled, the target is restrained.
Stinger. Melee Weapon Attack: +6, reach 10 ft. Hit: 7 (1d8 + 3) piercing damage plus 6 (1d12) poison damage.
BONUS ACTIONS
Swoop (Recharge 5-6). If the venrakes has a creature grappled, the venrakes flies up to half its fly speed without provoking opportunity attacks and drops that creature.
Venrakes
Large • Monstrosity • Unaligned
Armor Class 12
Hit Points 39 (6d10 + 6)
Speed 20 ft., fly 60 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 10 (+0) | 12 (+1) | 3 (-4) | 11 (+0) | 6 (-2) |
Skills Perception +4
Senses passive Perception 14
Languages –
CR 2 (XP 450; PB +2)

ACTIONS
Multiattack. The venrakes makes one Talon and two Stinger attacks. If the venrakes hits the same creature with both its Stinger attacks on the same turn, the target becomes paralyzed until the start of the venrakes’ next turn, provided the target is not immune to the poisoned condition.
Talons. Melee Weapon Attack: +4, reach 5 ft. Hit: 7 (2d4 + 2) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14) from both talons. While grappled, the target is restrained.
Stinger. Melee Weapon Attack: +4, reach 10 ft. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) poison damage.
BONUS ACTIONS
Swoop (Recharge 6). If the venrakes has a creature grappled, the venrakes flies up to half its fly speed without provoking opportunity attacks and drops that creature.
Venrakes
Large • Monstrosity • Unaligned
Armor Class 15
Hit Points 153 (18d10 + 54)
Speed 20 ft., fly 60 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 12 (+1) | 16 (+3) | 3 (-4) | 13 (+1) | 6 (-2) |
Skills Perception +7
Senses passive Perception 17
Languages –
CR 8 (XP 3,900; PB +3)

ACTIONS
Multiattack. The venrakes makes one Talon and two Stinger attacks. If the venrakes hits the same creature with both its Stinger attacks on the same turn, the target becomes paralyzed until the start of the venrakes’ next turn, provided the target is not immune to the poisoned condition.
Talons. Melee Weapon Attack: +7, reach 5 ft. Hit: 14 (3d6 + 4) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14) from both talons. While grappled, the target is restrained.
Stinger. Melee Weapon Attack: +7, reach 10 ft. Hit: 8 (1d8 + 4) piercing damage plus 13 (2d12) poison damage.
BONUS ACTIONS
Swoop (Recharge 5-6). If the venrakes has a creature grappled, the venrakes flies up to half its fly speed without provoking opportunity attacks and drops that creature.
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.
