Argazan

Large • Monstrosity • Neutral Evil

Armor Class 17

Hit Points 190 (20d10 + 80)

Speed 30 ft., burrow 20 ft., climb 20 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
19 (+4)10 (+0)18 (+4)7 (-2)14 (+2)10 (+0)

Saving Throws Str +8

Skills Perception +6

Senses darkvision 60 ft., passive Perception 16

Languages

CR 11 (XP 7,200; PB +4)

A bizarre machine-like creature with multiple mechanical limbs, glowing blue eyes, and domed plating.

Blood Smell. The argazan can sense the exact location of any creature within 1 mile of it that either has less than half of its hit points or is bleeding due to the argazan’s Tail Spike. Such creatures can’t benefit from being invisible against the argazan.

Regeneration. The argazan regains 10 hit points at the start of each of its turns. If the argazan takes acid or fire damage, this trait doesn't function on the argazan’s next turn.

Spider Climb. The argazan can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Sturdy Grip. The argazan has advantage on checks and saving throws that would move it against its will or knock it prone.

ACTIONS

Multiattack. The argazan makes two Rend attacks and uses its Tail Spikes once.

Rend. Melee Weapon Attack: +8 (with advantage against creatures that have less than half of its hit points or are bleeding due to the argazan’s Tail Spike), reach 5 ft. Hit: 22 (4d8 + 4) slashing damage.

Tail Spikes. Dexterity Saving Throw: DC 16, one creature within 90 feet that the argazan can see. Failure: 18 (4d6 + 4) piercing damage, and the target receives a wound. While wounded, the target loses 5 (1d10) Hit Points at the start of each of its turns. The wound closes after a spell restores hit points to the target, or after the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 16 Wisdom (Medicine) check.

Argazan

Large • Monstrosity • Neutral Evil

Armor Class 16

Hit Points 153 (18d10 + 54)

Speed 30 ft., burrow 20 ft., climb 20 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
17 (+3)10 (+0)16 (+3)7 (-2)14 (+2)10 (+0)

Saving Throws Str +8

Skills Perception +5

Senses darkvision 60 ft., passive Perception 16

Languages

CR 8 (XP 3,900; PB +3)

A bizarre machine-like creature with multiple mechanical limbs, glowing blue eyes, and domed plating.

Blood Smell. The argazan can sense the exact location of any creature within 1 mile of it that either has less than half of its hit points or is bleeding due to the argazan’s Tail Spike. Such creatures can’t benefit from being invisible against the argazan.

Regeneration. The argazan regains 10 hit points at the start of each of its turns. If the argazan takes acid or fire damage, this trait doesn't function on the argazan’s next turn.

Spider Climb. The argazan can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Sturdy Grip. The argazan has advantage on checks and saving throws that would move it against its will or knock it prone.

ACTIONS

Multiattack. The argazan makes two Rend attacks and uses its Tail Spikes once.

Rend. Melee Weapon Attack: +6 (with advantage against creatures that have less than half of its hit points or are bleeding due to the argazan’s Tail Spike), reach 5 ft. Hit: 17 (4d6 + 3) slashing damage.

Tail Spikes. Dexterity Saving Throw: DC 14, one creature within 60 feet that the argazan can see. Failure: 13 (4d4 + 3) piercing damage, and the target receives a wound. While wounded, the target loses 4 (1d8) Hit Points at the start of each of its turns. The wound closes after a spell restores hit points to the target, or after the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 14 Wisdom (Medicine) check.

Argazan

Large • Monstrosity • Neutral Evil

Armor Class 18

Hit Points 231 (22d10 + 110)

Speed 30 ft., burrow 20 ft., climb 20 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
21 (+5)10 (+0)20 (+5)7 (-2)14 (+2)10 (+0)

Saving Throws Str +8

Skills Perception +7

Senses darkvision 60 ft., passive Perception 17

Languages

CR 14 (XP 11,500; PB +5)

A bizarre machine-like creature with multiple mechanical limbs, glowing blue eyes, and domed plating.

Blood Smell. The argazan can sense the exact location of any creature within 1 mile of it that either has less than half of its hit points or is bleeding due to the argazan’s Tail Spike. Such creatures can’t benefit from being invisible against the argazan.

Regeneration. The argazan regains 20 hit points at the start of each of its turns. If the argazan takes acid or fire damage, this trait doesn't function on the argazan’s next turn.

Spider Climb. The argazan can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Sturdy Grip. The argazan has advantage on checks and saving throws that would move it against its will or knock it prone.

ACTIONS

Multiattack. The argazan makes two Rend attacks and uses its Tail Spikes once.

Rend. Melee Weapon Attack: +10 (with advantage against creatures that have less than half of its hit points or are bleeding due to the argazan’s Tail Spike), reach 5 ft. Hit: 30 (4d12 + 5) slashing damage.

Tail Spikes. Dexterity Saving Throw: DC 18, one creature within 90 feet that the argazan can see. Failure: 23 (4d8 + 5) piercing damage, and the target receives a wound. While wounded, the target loses 6 (1d12) Hit Points at the start of each of its turns. The wound closes after a spell restores hit points to the target, or after the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 18 Wisdom (Medicine) check.

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.