Taurillo
Large • Beast • Unaligned
Armor Class 18
Hit Points 104 (16d8 + 32)
Speed 30 ft., burrow 20 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 9 (-1) | 19 (+5) | 3 (-4) | 8 (-1) | 8 (-1) |
Senses blindsight 10 ft., tremorsense 30 ft., passive Perception 9
Languages –
CR 6 (2,300 XP; PB +3)

Poor Sight. The taurillo has disadvantage Wisdom (Perception) checks that rely on sight.
ACTIONS
Multiattack. The taurillo makes two Rend attacks.
Rend. Melee Weapon Attack: +8, reach 5 ft. Hit: 21 (3d10 + 5) slashing damage.
Rolling Bodycheck. The taurillo moves up to half its speed in a straight line toward a hostile creature. If it moved at least 5 feet before it comes within 5 feet of its target, Constitution Saving Throw: DC 16, the target the taurillo moved towards. Failure: 38 (5d12 + 5) bludgeoning damage, and the target is knocked prone, pushed back 10 feet, and incapacitated until the end of its next turn.
BONUS ACTIONS
Curl Up. The taurillo curls up in a ball. Until it uncurls, it has resistance to all damage (except psychic), is restrained, and a critical hit against it becomes a normal hit. It can uncurl as a bonus action on its turn.
REACTIONS
Grounded Stand. Trigger: A hostile creature enters the reach of the taurillo. Response – Strength Saving Throw: DC 16, the hostile creature. Failure: The target is knocked prone and can’t get up this turn.
Taurillo
Large • Beast • Unaligned
Armor Class 17
Hit Points 57 (6d10 + 24)
Speed 30 ft., burrow 20 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 9 (-1) | 17 (+3) | 3 (-4) | 8 (-1) | 8 (-1) |
Senses blindsight 10 ft., tremorsense 30 ft., passive Perception 9
Languages –
CR 3 (XP 700; PB +2)

Poor Sight. The taurillo has disadvantage Wisdom (Perception) checks that rely on sight.
ACTIONS
Multiattack. The taurillo makes two Rend attacks.
Rend. Melee Weapon Attack: +6, reach 5 ft. Hit: 11 (2d6 + 4) slashing damage.
Rolling Bodycheck. The taurillo moves up to half its speed in a straight line toward a hostile creature. If it moved at least 5 feet before it comes within 5 feet of its target, Constitution Saving Throw: DC 14, the target the taurillo moved towards. Failure: 17 (2d12 + 4) bludgeoning damage, and the target is knocked prone, pushed back 10 feet, and incapacitated until the end of its next turn.
BONUS ACTIONS
Curl Up. The taurillo curls up in a ball. Until it uncurls, it has resistance to all damage (except psychic), is restrained, and a critical hit against it becomes a normal hit. It can uncurl as a bonus action on its turn.
REACTIONS
Grounded Stand. Trigger: A hostile creature enters the reach of the taurillo. Response – Strength Saving Throw: DC 14, the hostile creature. Failure: The target is knocked prone and can’t get up this turn.
Taurillo
Large • Beast • Unaligned
Armor Class 19
Hit Points 149 (13d10 + 78)
Speed 30 ft., burrow 20 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 23 (+6) | 9 (-1) | 21 (+5) | 3 (-4) | 8 (-1) | 8 (-1) |
Senses blindsight 10 ft., tremorsense 30 ft., passive Perception 9
Languages –
CR 9 (XP 5,000; PB +4)

Poor Sight. The taurillo has disadvantage Wisdom (Perception) checks that rely on sight.
ACTIONS
Multiattack. The taurillo makes two Rend attacks.
Rend. Melee Weapon Attack: +10, reach 5 ft. Hit: 28 (4d10 + 6) slashing damage.
Rolling Bodycheck. The taurillo moves up to half its speed in a straight line toward a hostile creature. If it moved at least 5 feet before it comes within 5 feet of its target, Constitution Saving Throw: DC 18, the target the taurillo moved towards. Failure: 45 (6d12 + 6) bludgeoning damage, and the target is knocked prone, pushed back 10 feet, and incapacitated until the end of its next turn.
BONUS ACTIONS
Curl Up. The taurillo curls up in a ball. Until it uncurls, it has resistance to all damage (except psychic), is restrained, and a critical hit against it becomes a normal hit. It can uncurl as a bonus action on its turn.
REACTIONS
Grounded Stand. Trigger: A hostile creature enters the reach of the taurillo. Response – Strength Saving Throw: DC 18, the hostile creature. Failure: The target is knocked prone and can’t get up this turn.
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.
