Akhlut
Huge • Beast • Unaligned
Armor Class 15
Hit Points 178 (17d12 + 68)
Speed 50 ft., swim 50 ft.
Initiative +6 (16)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 14 (+2) | 19 (+4) | 3 (-4) | 14 (+2) | 10 (+0) |
Skills Perception +10, Stealth +6, Survival +6
Damage Resistances cold
Senses blindsight 120 ft., passive Perception 20
Languages –
CR 10 (XP 5,900; PB +4)

Hold Breath. The akhlut can hold its breath for 60 minutes.
Ice Walk. The akhlut can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Savage. The akhlut’s attacks score a critical hit on a 18 to 20.
ACTIONS
Multiattack. The akhlut makes two Claw attacks and one Bite attack.
Claw. Melee Weapon Attack: +9, reach 10 ft. Hit: 14 (2d8 + 5) slashing damage.
Bite. Melee Weapon Attack: +9, reach 5 ft. Hit: 31 (4d12 + 5) piercing damage. If the target is a Huge or smaller creature, it is knocked prone.
BONUS ACTIONS
Eerie Howl. Wisdom Saving Throw: DC 16, each creature in a 60-foot emanation from the akhlut (150 feet while underwater). Failure: The target becomes frightened until the end of its next turn. Success: The target becomes immune to this ability for 1 hour.
Akhlut
Huge • Beast • Unaligned
Armor Class 14
Hit Points 142 (15d12 + 45)
Speed 50 ft., swim 50 ft.
Initiative +4 (14)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 12 (+1) | 17 (+3) | 3 (-4) | 12 (+1) | 10 (+0) |
Skills Perception +7, Stealth +4, Survival +4
Damage Resistances cold
Senses blindsight 120 ft., passive Perception 17
Languages –
CR 7 (XP 2,900; PB +3)

Hold Breath. The akhlut can hold its breath for 60 minutes.
Ice Walk. The akhlut can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Savage. The akhlut’s attacks score a critical hit on a 19 to 20.
ACTIONS
Multiattack. The akhlut makes two Claw attacks and one Bite attack.
Claw. Melee Weapon Attack: +9, reach 10 ft. Hit: 8 (1d8 + 4) slashing damage.
Bite. Melee Weapon Attack: +7, reach 5 ft. Hit: 23 (3d12 + 4) piercing damage. If the target is a Huge or smaller creature, it is knocked prone.
BONUS ACTIONS
Eerie Howl. Wisdom Saving Throw: DC 14, each creature in a 60-foot emanation from the akhlut (150 feet while underwater). Failure: The target becomes frightened until the end of its next turn. Success: The target becomes immune to this ability for 1 hour.
Akhlut
Huge • Beast • Unaligned
Armor Class 16
Hit Points 253 (22d12 + 110)
Speed 50 ft., swim 50 ft.
Initiative +8 (18)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 23 (+6) | 16 (+3) | 21 (+5) | 3 (-4) | 16 (+3) | 10 (+0) |
Saving Throws Str +11, Con +10, Wis +8
Skills Perception +13, Stealth +9, Survival +8
Damage Resistances cold
Senses blindsight 120 ft., passive Perception 23
Languages –
CR 13 (XP 10,000; PB +5)

Hold Breath. The akhlut can hold its breath for 60 minutes.
Ice Walk. The akhlut can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Savage. The akhlut’s attacks score a critical hit on a 17 to 20.
ACTIONS
Multiattack. The akhlut makes two Claw attacks and one Bite attack.
Claw. Melee Weapon Attack: +11, reach 10 ft. Hit: 19 (3d8 + 6) slashing damage.
Bite. Melee Weapon Attack: +11, reach 5 ft. Hit: 38 (5d12 + 6) piercing damage. If the target is a Huge or smaller creature, it is knocked prone.
BONUS ACTIONS
Eerie Howl. Wisdom Saving Throw: DC 18, each creature in a 60-foot emanation from the akhlut (150 feet while underwater). Failure: The target becomes frightened until the end of its next turn. Success: The target becomes immune to this ability for 1 hour.
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.
