Dubun

Large • Monstrosity • Neutral

Armor Class 15

Hit Points 144 (17d10 + 51)

Speed 30 ft., climb 30 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
16 (+3)14 (+2)16 (+3)8 (-1)17 (+3)10 (+0)

Saving Throws Int +2, Wis +6, Cha +3

Skills Investigation +2, Perception +6, Stealth +5, Survival +6

Senses darkvision 60 ft., passive Perception 16

Languages Dubun

CR 7 (XP 2,900; PB +3)

A large, muscular beast with thick fur, claws, horns, and glowing red eyes.

Magic Resistance. The dubun has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The dubun makes two Claw attacks. It can replace one of these attacks with a use of Tail Whip or a casting of mirror image.

Claw. Melee Weapon Attack: +6, reach 5 ft. Hit: 24 (6d6 + 3) slashing damage. If the target is concentrating on a spell, it has disadvantage on the saving throw to maintain that concentration.

Tail Whip. Dexterity Saving Throw: DC 14, one creature the dubun within 30 feet that it can see. Failure: The target takes 17 (4d6 + 3) bludgeoning damage, and if it is a Large or smaller creature, the dubun can pull it up to 15 feet closer to it.

 

Spellcasting. The dubun casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 14):

At will: detect magic, mirror image

1/day: comprehend languages, dispel magic, false life (level 4), hold monster, hypnotic pattern

REACTIONS

Horn Resonance (Recharge 6). The dubun casts counterspell in response to the spell's trigger, using the same spellcasting ability as Spellcasting.

Dubun

Large • Monstrosity • Neutral

Armor Class 14

Hit Points 90 (12d10 + 24)

Speed 30 ft., climb 30 ft.

Initiative +1 (11)

STRDEXCONINTWISCHA
16 (+3)12 (+1)14 (+2)8 (-1)15 (+2)10 (+0)

Saving Throws Int +1, Wis +4, Cha +2

Skills Investigation +1, Perception +4, Stealth +3, Survival +4

Senses darkvision 60 ft., passive Perception 14

Languages Dubun

CR 4 (XP 1,100; PB +2)

A large, muscular beast with thick fur, claws, horns, and glowing red eyes.

Magic Resistance. The dubun has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The dubun makes two Claw attacks. It can replace one of these attacks with a use of Tail Whip.

Claw. Melee Weapon Attack: +5, reach 5 ft. Hit: 17 (4d6 + 3) slashing damage. If the target is concentrating on a spell, it has disadvantage on the saving throw to maintain that concentration.

Tail Whip. Dexterity Saving Throw: DC 13, one creature the dubun within 30 feet that it can see. Failure: The target takes 10 (2d6 + 3) bludgeoning damage, and if it is a Large or smaller creature, the dubun can pull it up to 15 feet closer to it.

 

Spellcasting. The dubun casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 12):

At will: detect magic, mirror image

1/day: comprehend languages, dispel magic, false life (level 2), hypnotic pattern

REACTIONS

Horn Resonance (1/Day). The dubun casts counterspell in response to the spell's trigger, using the same spellcasting ability as Spellcasting.

Dubun

Large • Monstrosity • Neutral

Armor Class 16

Hit Points 190 (20d10 + 80)

Speed 30 ft., climb 30 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
18 (+4)14 (+2)18 (+4)8 (-1)19 (+4)10 (+0)

Saving Throws Int +3, Wis +8, Cha +4

Skills Investigation +3, Perception +8, Stealth +6, Survival +8

Senses darkvision 120 ft., passive Perception 18

Languages Dubun

CR 10 (XP 5,900, PB +4)

A large, muscular beast with thick fur, claws, horns, and glowing red eyes.

Magic Resistance. The dubun has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The dubun makes two Claw attacks. It can replace one of these attacks with a use of Tail Whip or a casting of mirror image.

Claw. Melee Weapon Attack: +8, reach 5 ft. Hit: 31 (6d8 + 4) slashing damage. If the target is concentrating on a spell, it has disadvantage on the saving throw to maintain that concentration.

Tail Whip. Dexterity Saving Throw: DC 16, one creature the dubun within 30 feet that it can see. Failure: The target takes 24 (6d6 + 4) bludgeoning damage, and if it is a Large or smaller creature, the dubun can pull it up to 15 feet closer to it.

 

Spellcasting. The dubun casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 14):

At will: detect magic, mirror image

1/day: comprehend languages, dispel magic, false life (level 6), hold monster, hypnotic pattern

REACTIONS

Horn Resonance (Recharge 5-6). The dubun casts counterspell in response to the spell's trigger, using the same spellcasting ability as Spellcasting.

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.