Venogask

Large • Fiend (Demon) • Chaotic Evil

Armor Class 16

Hit Points 127 (15d10 + 45)

Speed 30 ft., fly 30 ft. (hover)

Initiative +4 (14)

STRDEXCONINTWISCHA
1 (-5)19 (+4)17 (+3)10 (+0)13 (+1)15 (+2)

Damage Resistances acid, cold, fire, lightning; bludgeoning, slashing, piercing

Damage Immunities poison

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses blindsight 30 ft., darkvision 120 ft., passive Perception 11

Languages Abyssal, telepathy 120 ft.

CR 10 (XP 5,900; PB +4)

A hulking creature of dripping green venom, with claws, horns, and a toxic glow.

Air Form. The venogask can enter a creature's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so.

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

Miasma. Constitution Saving Throw: DC 15, a creature starting its turn inside the venogask’s space. Failure: The target is poisoned until the start of its next turn. While poisoned this way, the target has disadvantage on Constitution saving throws, except against this effect.

ACTIONS

Multiattack. The venogask makes two Toxic Claw attacks.

Toxic Claw. Melee Weapon Attack: +8, reach 5 ft. Hit: 26 (5d8 + 4) poison damage.

Cloudkill (2/Day). The venogask casts cloudkill, requiring no material components and using Constitution as the spellcasting ability (spell save DC 15).

BONUS ACTIONS

Deep Toxins (Recharge 5-6). Constitution Saving Throw: DC 15, each creature within 20 feet that is poisoned. Failure: The target becomes paralyzed until the end of its next turn. Success: The target becomes immune to this effect of all venogask’s for 1 hour.

Venogask

Large • Fiend (Demon) • Chaotic Evil

Armor Class 15

Hit Points 90 (12d10 + 24)

Speed 30 ft., fly 30 ft. (hover)

Initiative +3 (13)

STRDEXCONINTWISCHA
1 (-5)17 (+3)15 (+2)10 (+0)11 (+0)13 (+1)

Damage Resistances acid, cold, fire, lightning; bludgeoning, slashing, piercing

Damage Immunities poison

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses blindsight 30 ft., darkvision 120 ft., passive Perception 10

Languages Abyssal, telepathy 120 ft.

CR 7 (XP 2,900; PB +3)

A hulking creature of dripping green venom, with claws, horns, and a toxic glow.

Air Form. The venogask can enter a creature's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so.

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

Miasma. Constitution Saving Throw: DC 13, a creature starting its turn inside the venogask’s space. Failure: The target is poisoned until the start of its next turn. While poisoned this way, the target has disadvantage on Constitution saving throws, except against this effect.

ACTIONS

Multiattack. The venogask makes two Toxic Claw attacks.

Toxic Claw. Melee Weapon Attack: +6, reach 5 ft. Hit: 21 (4d8 + 3) poison damage.

Cloudkill (1/Day). The venogask casts cloudkill, requiring no material components and using Constitution as the spellcasting ability (spell save DC 13).

BONUS ACTIONS

Deep Toxins (Recharge 5-6). Constitution Saving Throw: DC 13, each creature within 15 feet that is poisoned. Failure: The target becomes paralyzed until the end of its next turn. Success: The target becomes immune to this effect of all venogask’s for 1 hour.

Venogask

Large • Fiend (Demon) • Chaotic Evil

Armor Class 17

Hit Points 180 (19d10 + 76)

Speed 30 ft., fly 30 ft. (hover)

Initiative +5 (15)

STRDEXCONINTWISCHA
1 (-5)21 (+5)19 (+4)10 (+0)15 (+2)17 (+3)

Damage Resistances acid, cold, fire, lightning; bludgeoning, slashing, piercing

Damage Immunities poison

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses blindsight 60 ft., darkvision 120 ft., passive Perception 12

Languages Abyssal, telepathy 120 ft.

CR 13 (XP 10,000; PB +5)

A hulking creature of dripping green venom, with claws, horns, and a toxic glow.

Air Form. The venogask can enter a creature's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so.

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

Miasma. Constitution Saving Throw: DC 17, a creature starting its turn inside the venogask’s space. Failure: The target is poisoned until the start of its next turn. While poisoned this way, the target has disadvantage on Constitution saving throws, except against this effect.

ACTIONS

Multiattack. The venogask makes two Toxic Claw attacks.

Toxic Claw. Melee Weapon Attack: +10, reach 5 ft. Hit: 38 (6d10 + 5) poison damage.

Cloudkill (2/Day). The venogask casts cloudkill (level 7), requiring no material components and using Constitution as the spellcasting ability (spell save DC 17).

BONUS ACTIONS

Deep Toxins (Recharge 5-6). Constitution Saving Throw: DC 17, each creature within 30 feet that is poisoned. Failure: The target becomes paralyzed until the end of its next turn. Success: The target becomes immune to this effect of all venogask’s 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.