Gyroloth

Small • Fiend (Yugoloth) • Neutral Evil

Armor Class 13

Hit Points 44 (8d6 + 16)

Speed 20 ft., fly 60 ft.

Initiative +3 (13)

STRDEXCONINTWISCHA
7 (-2)17 (+3)14 (+2)11 (+0)16 (+3)12 (+1)

Skills Perception +5

Damage Resistances cold, fire, lightning

Damage Immunities acid, poison

Condition Immunities poisoned

Senses blindsight 30 ft., passive Perception 15

Languages Abyssal, Infernal; telepathy 60 ft.

CR 3 (XP 700; PB +2)

A small bat-winged demon with sharp claws, glowing eyes, and a wide, toothy grin.

Flyby. The gyroloth doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Magic Resistance. The gyroloth has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The gyroloth makes three Claw attacks. It can replace two of these attacks with a use of Spellcasting.

Claw. Melee Weapon Attack: +5, reach 5 ft. Hit: 5 (1d4 + 3) slashing damage.

Spellcasting. The gyroloth casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 13):

At will: thaumaturgy

2/day: blindness/deafness, dissonant whispers

BONUS ACTIONS

Pain Echo. Wisdom Saving Throw: DC 13, each creature the gyrloth dealt damage to this turn. Failure: 3 (1d6) psychic damage.

REACTIONS

Ridiculing Laughter. Trigger: A hostile creature sees a creature allied to it miss with an attack roll. The gyroloth must be able to see the creatures and be within 30 feet of them. Response - Wisdom Saving Throw: DC 13. Failure: The target falls prone and is incapacitated until the end of its next turn. During that time, it laughs uncontrollably if it's capable of laughter, and it can't end the prone condition on itself. Success: The target becomes immune to the Ridiculing Laughter of all gyroloth for 1 hour.

Gyroloth

Small • Fiend (Yugoloth) • Neutral Evil

Armor Class 12

Hit Points 18 (4d6 + 4)

Speed 20 ft., fly 60 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
7 (-2)15 (+2)12 (+1)10 (+0)14 (+2)11 (+0)

Skills Perception +4

Damage Resistances cold, fire, lightning

Damage Immunities acid, poison

Condition Immunities poisoned

Senses blindsight 30 ft., passive Perception 14

Languages Abyssal, Infernal; telepathy 60 ft.

CR 1/2 (XP 100; PB +2)

A small bat-winged demon with sharp claws, glowing eyes, and a wide, toothy grin.

Flyby. The gyroloth doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Magic Resistance. The gyroloth has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The gyroloth makes two Claw attacks.

Claw. Melee Weapon Attack: +4, reach 5 ft. Hit: 4 (1d4 + 2) slashing damage.

Spellcasting. The gyroloth casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 13):

At will: thaumaturgy

1/day: blindness/deafness, dissonant whispers

BONUS ACTIONS

Pain Echo. Wisdom Saving Throw: DC 12, each creature the gyrloth dealt damage to this turn. Failure: 1 psychic damage.

REACTIONS

Ridiculing Laughter. Trigger: A hostile creature sees a creature allied to it miss with an attack roll. The gyroloth must be able to see the creatures and be within 30 feet of them. Response - Wisdom Saving Throw: DC 12. Failure: The target falls prone and is incapacitated until the end of its next turn. During that time, it laughs uncontrollably if it's capable of laughter, and it can't end the prone condition on itself. Success: The target becomes immune to the Ridiculing Laughter of all gyroloth for 1 hour.

Gyroloth

Small • Fiend (Yugoloth) • Neutral Evil

Armor Class 14

Hit Points 71 (11d6 + 33)

Speed 20 ft., fly 60 ft.

Initiative +4 (14)

STRDEXCONINTWISCHA
7 (-2)19 (+4)16 (+3)13 (+1)18 (+4)14 (+2)

Skills Perception +7

Damage Resistances cold, fire, lightning

Damage Immunities acid, poison

Condition Immunities poisoned

Senses blindsight 30 ft., passive Perception 17

Languages Abyssal, Infernal; telepathy 60 ft.

CR 6 (XP 2,300; PB +3)

A small bat-winged demon with sharp claws, glowing eyes, and a wide, toothy grin.

Flyby. The gyroloth doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Magic Resistance. The gyroloth has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The gyroloth makes three Claw attacks. It can replace one of these attacks with a use of Spellcasting.

Claw. Melee Weapon Attack: +5, reach 5 ft. Hit: 8 (1d8 + 4) slashing damage.

Spellcasting. The gyroloth casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 13):

At will: thaumaturgy

3/day: blindness/deafness, dissonant whispers

BONUS ACTIONS

Pain Echo. Wisdom Saving Throw: DC 14, each creature the gyrloth dealt damage to this turn. Failure: 4 (1d8) psychic damage.

REACTIONS

Ridiculing Laughter. Trigger: A hostile creature sees a creature allied to it miss with an attack roll. The gyroloth must be able to see the creatures and be within 30 feet of them. Response - Wisdom Saving Throw: DC 14. Failure: The target falls prone and is incapacitated until the end of its next turn. During that time, it laughs uncontrollably if it's capable of laughter, and it can't end the prone condition on itself. Success: The target becomes immune to the Ridiculing Laughter of all gyroloth 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.