Nyathraan Resonancer

Small • Monstrosity • Lawful Evil

Armor Class 14

Hit Points 40 (9d6 + 9)

Speed 20 ft., fly 30 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
10 (+0)15 (+2)12 (+1)8 (-1)13 (+1)8 (-1)

Skills Perception +5

Damage Resistances acid, radiant

Senses blindsight 10 ft., passive Perception 15

Languages Nyathraan

CR 2 (XP 450; PB +2)

A slender insectoid creature with pale golden plating, wide translucent wings, long legs, and a narrow head marked by glowing crystalline details.

Reflecting Carapace. When the nyathraan takes fire, lightning, or radiant damage, Constitution Saving Throw: DC 11, each creature in 5-foot emanation originating of the nyathraan. Failure: The target becomes blinded until the end of its next turn.

Shielded Eyes. The nyathraan has advantage on saving throws against being blinded.

Resonance. Wisdom Saving Throw: DC 11 (with disadvantage if the creature is within the aura of multiple nyathraan resonancers), any creature (other than a nyathraan) that starts its turn in a 10-foot emanation originating from the nyathraan. Failure: The target becomes poisoned until the end of its next turn.

ACTIONS

Multiattack. The nyathraan makes two Claw attacks. It can replace one of these attacks with a use of Hallucination if available.

Claw. Melee Weapon Attack: +4, reach 5 ft. Hit: 7 (2d4 + 2) slashing damage.

Hallucination (Recharges after a Rest). Wisdom Saving Throw: DC 11, one creature within 10 feet of the nyathraan. Failure: 10 (4d4) psychic damage. Additionally, the nyathraan becomes invisible and hidden to that creature and an illusory double of it appears where it was standing until the end of the nyathraan’s next turn. Success: Half damage.

Nyathraan Resonancer

Small • Monstrosity • Lawful Evil

Armor Class 13

Hit Points 14 (4d6)

Speed 20 ft., fly 30 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
10 (+0)13 (+1)10 (+0)8 (-1)11 (+0)8 (-1)

Skills Perception +4

Damage Resistances acid, radiant

Senses blindsight 10 ft., passive Perception 14

Languages Nyathraan

CR 1/4 (XP 50; PB +2)

A slender insectoid creature with pale golden plating, wide translucent wings, long legs, and a narrow head marked by glowing crystalline details.

Reflecting Carapace. When the nyathraan takes fire, lightning, or radiant damage, Constitution Saving Throw: DC 10, each creature in 5-foot emanation originating of the nyathraan. Failure: The target becomes blinded until the end of its next turn.

Shielded Eyes. The nyathraan has advantage on saving throws against being blinded.

Resonance. Wisdom Saving Throw: DC 10 (with disadvantage if the creature is within the aura of multiple nyathraan resonancers), any creature (other than a nyathraan) that starts its turn in a 5-foot emanation originating from the nyathraan. Failure: The target becomes poisoned until the end of its next turn.

ACTIONS

Claw. Melee Weapon Attack: +3, reach 5 ft. Hit: 6 (2d4 + 1) slashing damage.

Hallucination (Recharges after a Rest). Wisdom Saving Throw: DC 10, one creature within 10 feet of the nyathraan. Failure: 5 (2d4) psychic damage. Additionally, the nyathraan becomes invisible and hidden to that creature and an illusory double of it appears where it was standing until the end of the nyathraan’s next turn. Success: Half damage.

Nyathraan Resonancer

Small • Monstrosity • Lawful Evil

Armor Class 15

Hit Points 40 (9d6 + 9)

Speed 20 ft., fly 30 ft.

Initiative +3 (13)

STRDEXCONINTWISCHA
10 (+0)17 (+3)14 (+2)8 (-1)15 (+2)8 (-1)

Skills Perception +8

Damage Resistances acid, radiant

Senses blindsight 10 ft., passive Perception 18

Languages Nyathraan

CR 5 (XP 1,800; PB +3)

A slender insectoid creature with pale golden plating, wide translucent wings, long legs, and a narrow head marked by glowing crystalline details.

Reflecting Carapace. When the nyathraan takes fire, lightning, or radiant damage, Constitution Saving Throw: DC 13, each creature in 5-foot emanation originating of the nyathraan. Failure: The target becomes blinded until the end of its next turn.

Shielded Eyes. The nyathraan has advantage on saving throws against being blinded.

Resonance. Wisdom Saving Throw: DC 13 (with disadvantage if the creature is within the aura of multiple nyathraan resonancers), any creature (other than a nyathraan) that starts its turn in a 15-foot emanation originating from the nyathraan. Failure: The target becomes poisoned until the end of its next turn.

ACTIONS

Multiattack. The nyathraan makes two Claw attacks. It can replace one of these attacks with a use of Hallucination if available.

Claw. Melee Weapon Attack: +6, reach 5 ft. Hit: 16 (3d8 + 3) slashing damage.

Hallucination (Recharges after a Rest). Wisdom Saving Throw: DC 13, one creature within 10 feet of the nyathraan. Failure: 22 (4d10) psychic damage. Additionally, the nyathraan becomes invisible and hidden to that creature and an illusory double of it appears where it was standing until the end of the nyathraan’s next turn. Success: Half damage.

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.