Verdanthral Maw
Gargantuan • Plant • Unaligned
Armor Class 16
Hit Points 280 (17d20 + 102)
Speed 40 ft., climb 40 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 23 (+6) | 16 (+3) | 22 (+6) | 6 (-2) | 13 (+1) | 9 (-1) |
Saving Throws Str +11, Con +11
Skills Athletics +11, Perception +6
Damage Immunities poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned
Senses blindsight 30 ft., tremorsense 150 ft., passive Perception 16
Languages understands Sylvan but can’t speak
CR 14 (XP 11,500; PB +5)

Verdanthral Maw
Gargantuan • Plant • Unaligned
Armor Class 15
Hit Points 232 (15d20 + 75)
Speed 40 ft., climb 40 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 15 (+2) | 20 (+5) | 6 (-2) | 13 (+1) | 9 (-1) |
Saving Throws Str +9, Con +9
Skills Athletics +9, Perception +5
Damage Immunities poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned
Senses blindsight 30 ft., tremorsense 150 ft., passive Perception 15
Languages understands Sylvan but can’t speak
CR 11 (XP 7,200; PB +4)

Verdanthral Maw
Gargantuan • Plant • Unaligned
Armor Class 17
Hit Points 315 (18d20 + 126)
Speed 40 ft., climb 40 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 25 (+7) | 17 (+3) | 24 (+7) | 6 (-2) | 14 (+2) | 9 (-1) |
Saving Throws Str +13, Con +13
Skills Athletics +13, Perception +8
Damage Immunities poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned
Senses blindsight 60 ft., tremorsense 150 ft., passive Perception 18
Languages understands Sylvan but can’t speak
CR 17 (XP 18,000; PB +6)

QUICK REFERENCE
Habitat
- Found in ancient forests and overgrown ruins
- Summoned by druids in rituals to protect nature
- Places where nature is corrupted and twisted or becomes alive and sentient
Behavior
- Very territorial and task-driven, lying dormant until needed
- Treats even trees and structures as extensions of itself, climbing walls and ceilings
- Doesn’t negotiate, doesn’t retreat – fights until its task is fulfilled or it is destroyed
Information (Intelligence Check)
- DC 16 History: Identifies as a ruthless guardian of nature, destroying those threatening large forests or important groves
- DC 19 Survival: Realize it adapts easily and quickly to nature despite its massive form, but is not above warping the terrain
- DC 22 Nature: Learn it is often summoned yet sometimes spawned naturally, acting mindlessly to fulfill what it was tasked to do
Combat
- Get in close with targets to deal out its high melee damage
- Swallow melee fighters and then continue to on and get into melee range with the range characters, using Vine Cluster if necessary to halt their escape
- Alter Terrain is used either directly at the beginning of a fight for maximum chaos or after the first swallowed character to make it harder to deal damage to the verdanthral maw when it hides and moves through the34 fissures, thanks to Spider Climbing
Loot Ideas
- Verdanthral vines, which can be crafted into durable ropes, wipes, and similar objects
- Clogging sap serves as base for a healing potion or can be used directly with the effects of a healer’s kit; optionally, it serves as an ingredient when refined for sovereign glue.
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.
