Bilious Abomination

Small • Aberration • Chaotic Evil

Armor Class 9

Hit Points 17 (7d6 - 7)

Speed 20 ft.

Initiative -1 (9)

STRDEXCONINTWISCHA
12 (+1)8 (-1)8 (-1)1 (-5)6 (-2)3 (-4)

Damage Resistances acid

Condition Immunities prone

Senses darkvision 60 ft., passive Perception 8

Languages

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

A grotesque, fleshy creature with a bulbous head, dripping maw, and jagged claws crawling forward.

Revolting. Constitution Saving Throw: DC 9 (with disadvantage if the creature is within the aura of multiple abominations), any creature (other than an Aberration) that starts its turn in a 15-foot emanation originating from the abomination and can see it. Failure: The target becomes poisoned until the start of its next turn.

Weighing Down. A Medium or smaller creature grappled by two or more abominations is knocked prone and can't get up.

Actions

Rend. Melee Weapon Attack: +3, reach 5 ft. Hit: 3 (1d4 + 1) piercing damage plus 2 (1d4) acid damage.

Reactions

Desperate Clinging. Trigger: The abomination takes damage from an attack within 5 feet of it. Response: The attacker is grappled (escape DC 11).

Bilious Abomination

Small • Aberration • Chaotic Evil

Armor Class 8

Hit Points 6 (4d6 - 8)

Speed 15 ft.

Initiative -2 (8)

STRDEXCONINTWISCHA
10 (+0)7 (-2)6 (-2)1 (-5)6 (-2)3 (-4)

Damage Resistances acid

Condition Immunities prone

Senses darkvision 30 ft., passive Perception 8

Languages

CR 0 (XP 10; PB +2)

A grotesque, fleshy creature with a bulbous head, dripping maw, and jagged claws crawling forward.

Revolting. Constitution Saving Throw: DC 8 (with disadvantage if the creature is within the aura of multiple abominations), any creature (other than an Aberration) that starts its turn in a 10-foot emanation originating from the abomination and can see it. Failure: The target becomes poisoned until the start of its next turn.

Weighing Down. A Medium or smaller creature grappled by two or more abominations is knocked prone and can't get up.

Actions

Rend. Melee Weapon Attack: +2, reach 5 ft. Hit: 1 piercing damage.

Reactions

Desperate Clinging. Trigger: The abomination takes damage from an attack within 5 feet of it. Response: The attacker is grappled (escape DC 10).

Bilious Abomination

Small • Aberration • Chaotic Evil

Armor Class 9

Hit Points 44 (8d6 + 16)

Speed 20 ft.

Initiative -1 (9)

STRDEXCONINTWISCHA
14 (+2)9 (-1)14 (+2)1 (-5)6 (-2)3 (-4)

Damage Resistances acid

Condition Immunities prone

Senses darkvision 60 ft., passive Perception 8

Languages

CR 2 (XP 450; PB +2)

A grotesque, fleshy creature with a bulbous head, dripping maw, and jagged claws crawling forward.

Revolting. Constitution Saving Throw: DC 12 (with disadvantage if the creature is within the aura of multiple abominations), any creature (other than an Aberration) that starts its turn in a 20-foot emanation originating from the abomination and can see it. Failure: The target becomes poisoned until the start of its next turn.

Weighing Down. A Medium or smaller creature grappled by two or more abominations is knocked prone and can't get up.

Actions

Rend. Melee Weapon Attack: +4, reach 5 ft. Hit: 9 (2d6 + 2) slashing damage plus 7 (2d6) acid damage.

Reactions

Desperate Clinging. Trigger: The abomination takes damage from an attack within 5 feet of it. Response: The attacker is grappled (escape DC 12).

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.