Otark
Medium • Beast • Unaligned
Armor Class 13
Hit Points 38 (7d8 + 7)
Speed 30 ft., swim 40 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 16 (+3) | 13 (+1) | 4 (-3) | 12 (+1) | 5 (-4) |
Skills Perception +3, Stealth +5
Senses blindsight 10 ft., darkvision 30 ft., passive Perception 13
Languages –
CR 2 (XP 450; PB +2)

Agile Swimmer. The otark doesn't provoke an opportunity attack when it moves out of an enemy's reach. This trait only works when the otark uses its swim speed.
Amphibious. The otark can breathe air and water.
ACTIONS
Multiattack. The otark makes one Bite and one Claws attack.
Bite. Melee Weapon Attack: +5 (with advantage if the target is grappled by the otark), reach 5 ft. Hit: 12 (2d8 + 3) piercing damage.
Claws. Melee Weapon Attack: +5, reach 5 ft. Hit: 5 (1d6 + 2) slashing damage. If the target is a Medium or Smaller creature it is grappled (escape DC 12).
REACTIONS
Protective Nudge. Trigger: An allied creature within 5 feet of the otark that it can see is hit by an attack roll, while bot are underwater. Response: The otark adds 2 to the ally’s AC against that attack, possibly causing it to miss.
Otark
Medium • Beast • Unaligned
Armor Class 11
Hit Points 13 (3d8)
Speed 30 ft., swim 40 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 13 (+1) | 10 (+0) | 4 (-3) | 10 (+0) | 5 (-4) |
Skills Perception +2, Stealth +3
Senses blindsight 10 ft., darkvision 30 ft., passive Perception 12
Languages –
CR 1/4 (XP 50; PB +2)

Agile Swimmer. The otark doesn't provoke an opportunity attack when it moves out of an enemy's reach. This trait only works when the otark uses its swim speed.
Amphibious. The otark can breathe air and water.
ACTIONS
Multiattack. The otark makes one Bite and one Claws attack.
Bite. Melee Weapon Attack: +3 (with advantage if the target is grappled by the otark), reach 5 ft. Hit: 3 (1d4 + 1) piercing damage.
Claws. Melee Weapon Attack: +3, reach 5 ft. Hit: 2 slashing damage. If the target is a Medium or Smaller creature, it is grappled (escape DC 11).
REACTIONS
Protective Nudge. Trigger: An allied creature within 5 feet of the otark that it can see is hit by an attack roll, while bot are underwater. Response: The otark adds 2 to the ally’s AC against that attack, possibly causing it to miss.
Otark
Medium • Beast • Unaligned
Armor Class 14
Hit Points 91 (14d8 + 28)
Speed 30 ft., swim 40 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 17 (+3) | 15 (+2) | 4 (-3) | 14 (+2) | 5 (-4) |
Skills Perception +5, Stealth +7
Senses blindsight 20 ft., darkvision 60 ft., passive Perception 15
Languages –
CR 5 (XP 1,800; PB +3)

Agile Swimmer. The otark doesn't provoke an opportunity attack when it moves out of an enemy's reach. This trait only works when the otark uses its swim speed.
Amphibious. The otark can breathe air and water.
ACTIONS
Multiattack. The otark makes one Bite and one Claws attack.
Bite. Melee Weapon Attack: +6 (with advantage if the target is grappled by the otark), reach 5 ft. Hit: 19 (3d10 + 3) piercing damage.
Claws. Melee Weapon Attack: +6, reach 5 ft. Hit: 17 (3d8 + 3) slashing damage. If the target is a Medium or Smaller creature, it is grappled (escape DC 14).
REACTIONS
Protective Nudge. Trigger: An allied creature within 5 feet of the otark that it can see is hit by an attack roll, while bot are underwater. Response: The otark adds 3 to the ally’s 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.
