Morvane

Large • Undead • Neutral

Armor Class 15

Hit Points 95 (10d10 + 40)

Speed 60 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
19 (+4)14 (+2)18 (+4)10 (+0)16 (+3)16 (+3)

Skills Perception +6

Damage Resistances fire, radiant, necrotic

Damage Immunities poison

Condition Immunities charmed, frightened, poisoned, exhaustion

Senses darkvision 120 ft., passive Perception 16

Languages Understands Common but can't speak

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

Afterimages. For every 10 feet the morvane moves on its turn beyond the first 20 feet, it gains one illusory duplicate as if affected by the mirror image spell, up to a maximum of 2 duplicates. All remaining illusory duplicates vanish at the start of its next turn.

Burn Falsehood. The morvane is immune to spells from the illusion school and automatically sees through illusions.

Let The Fallen Rest. A creature reduced to 0 hit points by the morvane can't regain hit points until the end of that creature's next turn.

Revealing Illumination. The morvane sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Invisible creatures and objects are visible as long as they are in the morvane's bright light.

Unusual Nature. The morvane doesn't require air, food, drink, or sleep.

ACTIONS

Gore. Melee Weapon Attack: +7 (with advantage against creatures that are shapeshifted), reach 5 ft. Hit: 11 (2d6 + 4) piercing damage plus 9 (2d8) radiant damage. If the target is a Large or smaller creature and the morvane moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 (2d6) piercing damage and is knocked prone.

BONUS ACTIONS

Trample. Dexterity Saving Throw: DC 15, one prone within 5 feet of the morvane that it can see. Failure: 15 (2d10 + 4) Bludgeoning damage. Success: Half damage.

 

Morvane

Large • Undead • Neutral

Armor Class 14

Hit Points 51 (6d10 + 18)

Speed 60 ft.

Initiative +1 (11)

STRDEXCONINTWISCHA
17 (+3)12 (+1)16 (+3)10 (+0)16 (+3)16 (+3)

Skills Perception +5

Damage Resistances fire, radiant, necrotic

Damage Immunities poison

Condition Immunities charmed, frightened, poisoned, exhaustion

Senses darkvision 120 ft., passive Perception 15

Languages Understands Common but can't speak

CR 3 (XP 700; PB +2)

Afterimages. For every 10 feet the morvane moves on its turn beyond the first 20 feet, it gains one illusory duplicate as if affected by the mirror image spell, up to a maximum of 1 duplicate. All remaining illusory duplicates vanish at the start of its next turn.

Burn Falsehood. The morvane is immune to spells from the illusion school and automatically sees through illusions.

Let The Fallen Rest. A creature reduced to 0 hit points by the morvane can't regain hit points until the end of that creature's next turn.

Revealing Illumination. The morvane sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Invisible creatures and objects are visible as long as they are in the morvane's bright light.

Unusual Nature. The morvane doesn't require air, food, drink, or sleep.

ACTIONS

Gore. Melee Weapon Attack: +5 (with advantage against creatures that are shapeshifted), reach 5 ft. Hit: 6 (1d6 + 3) piercing damage plus 9 (2d8) radiant damage. If the target is a Large or smaller creature and the morvane moved 20+ feet straight toward it immediately before the hit, the target takes an extra 3 (1d6) piercing damage and is knocked prone.

BONUS ACTIONS

Trample. Dexterity Saving Throw: DC 13, one prone within 5 feet of the morvane that it can see. Failure: 8 (1d10 + 3) bludgeoning damage. Success: Half damage.

 

Morvane

Large • Undead • Neutral

Armor Class 16

Hit Points 136 (13d10 + 65)

Speed 60 ft.

Initiative +3 (13)

STRDEXCONINTWISCHA
21 (+5)16 (+3)20 (+5)10 (+0)16 (+3)16 (+3)

Skills Perception +7

Damage Resistances fire, radiant, necrotic

Damage Immunities poison

Condition Immunities charmed, frightened, poisoned, exhaustion

Senses darkvision 120 ft., passive Perception 17

Languages Understands Common but can't speak

CR 9 (XP 5,000; PB +4)

Afterimages. For every 10 feet the morvane moves on its turn beyond the first 20 feet, it gains one illusory duplicate as if affected by the mirror image spell, up to a maximum of 3 duplicates. All remaining illusory duplicates vanish at the start of its next turn.

Burn Falsehood. The morvane is immune to spells from the illusion school and automatically sees through illusions.

Let The Fallen Rest. A creature reduced to 0 hit points by the morvane can't regain hit points until the end of that creature's next turn.

Revealing Illumination. The morvane sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Invisible creatures and objects are visible as long as they are in the morvane's bright light.

Unusual Nature. The morvane doesn't require air, food, drink, or sleep.

ACTIONS

Gore. Melee Weapon Attack: +7 (with advantage against creatures that are shapeshifted), reach 5 ft. Hit: 15 (3d6 + 5) piercing damage plus 13 (3d8) radiant damage. If the target is a Large or smaller creature and the morvane moved 20+ feet straight toward it immediately before the hit, the target takes an extra 10 (3d6) piercing damage and is knocked prone.

BONUS ACTIONS

Trample. Dexterity Saving Throw: DC 17, one prone within 5 feet of the morvane that it can see. Failure: 21 (3d10 + 5) bludgeoning damage. 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.