Barometer Horror

Huge • Aberration • Neutral Evil

Armor Class 14

Hit Points 114 (12d12 + 36)

Speed 10 ft., fly 30 ft. (hover)

Initiative +2 (12)

STRDEXCONINTWISCHA
13 (+1)14 (+2)16 (+3)11 (+0)16 (+3)12 (+1)

Skills Perception +6

Damage Resistances thunder

Senses darkvision 60 ft., passive Perception 16

Languages -

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

Vertigo Aura. While in a 15-foot emanation originating from the horror, hostile creatures have disadvantage on attack rolls and can't take reactions.

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

ACTIONS

Multiattack. The horror uses its Pressure Spike twice. It can also use its Rapid Decompression if available.

Pressure Spike. Constitution Saving Throw: DC 14, one creature the horror within 30 feet that the horror can see. Failure: 22 (4d10) thunder damage. Success: Half damage. Failure or Success: The target has disadvantage on saving throws to maintain concentration against this damage.

Rapid Decompression (Recharge 4-6). Constitution Saving Throw: DC 14, each creature in a 10-foot-radius sphere centered on a point the horror can see within 60 feet. Failure: The target becomes deafened and poisoned until the end of its next turn. Further, when a poisoned creature starts its turn, it immediately moves 10 feet in a random direction.

REACTIONS

Barotrauma. Trigger: A creature that failed its saving throw against one of the horror's abilities moves. Response - Constitution Saving Throw: DC 14. Failure: The target becomes incapacitated until the end of its current turn.

Barometer Horror

Huge • Aberration • Neutral Evil

Armor Class 13

Hit Points 59 (7d12 + 14)

Speed 10 ft., fly 30 ft. (hover)

Initiative +1 (11)

STRDEXCONINTWISCHA
11 (+0)12 (+1)14 (+2)10 (+0)16 (+3)10 (+0)

Skills Perception +5

Damage Resistances thunder

Senses darkvision 60 ft., passive Perception 15

Languages -

CR 3 (XP 700; PB +2)

Vertigo Aura. While in a 10-foot emanation originating from the horror, hostile creatures have disadvantage on attack rolls and can't take reactions.

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

ACTIONS

Multiattack. The horror uses its Pressure Spike once. It can also use its Rapid Decompression if available.

Pressure Spike. Constitution Saving Throw: DC 13, one creature the horror within 30 feet that the horror can see. Failure: 22 (4d10) thunder damage. Success: Half damage. Failure or Success: The target has disadvantage on saving throws to maintain concentration against this damage.

Rapid Decompression (Recharge 4-6). Constitution Saving Throw: DC 13, each creature in a 10-foot-radius sphere centered on a point the horror can see within 60 feet. Failure: The target becomes deafened and poisoned until the end of its next turn. Further, when a poisoned creature starts its turn, it immediately moves 10 feet in a random direction.

REACTIONS

Barotrauma. Trigger: A creature that failed its saving throw against one of the horror's abilities moves. Response - Constitution Saving Throw: DC 13. Failure: The target becomes incapacitated until the end of its current turn.

Barometer Horror

Huge • Aberration • Neutral Evil

Armor Class 16

Hit Points 168 (16d12 + 64)

Speed 10 ft., fly 30 ft. (hover)

Initiative +3 (13)

STRDEXCONINTWISCHA
15 (+2)16 (+3)18 (+4)13 (+1)18 (+4)14 (+2)

Skills Perception +8

Damage Resistances thunder

Senses darkvision 60 ft., passive Perception 18

Languages -

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

Vertigo Aura. While in a 15-foot emanation originating from the horror, hostile creatures have disadvantage on attack rolls and can't take reactions.

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

ACTIONS

Multiattack. The horror uses its Pressure Spike twice. It can also use its Rapid Decompression if available.

Pressure Spike. Constitution Saving Throw: DC 14, one creature the horror within 30 feet that the horror can see. Failure: 32 (5d12) thunder damage. Success: Half damage. Failure or Success: The target has disadvantage on saving throws to maintain concentration against this damage.

Rapid Decompression (Recharge 4-6). Constitution Saving Throw: DC 14, each creature in a 10-foot-radius sphere centered on a point the horror can see within 60 feet. Failure: The target becomes deafened and poisoned until the end of its next turn. Further, when a poisoned creature starts its turn, it immediately moves 10 feet in a random direction.

REACTIONS

Barotrauma. Trigger: A creature that failed its saving throw against one of the horror's abilities moves. Response - Constitution Saving Throw: DC 14. Failure: The target becomes incapacitated until the end of its current 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.