Belmorran

Medium • Fiend (Demon) • Chaotic Evil

Armor Class 14

Hit Points 97 (13d8 + 39)

Speed 30 ft., swim 30 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
17 (+3)15 (+2)16 (+3)6 (-2)10 (+0)12 (+1)

Damage Resistances acid

Damage Immunities poison

Condition Immunities poisoned

Senses blindsight 20 ft., darkvision 120 ft., passive Perception 10

Languages Abyssal

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

A dripping, semi-liquid humanoid monster with a gaping maw and clawed arms formed from slime.

Amphibious. The belmorran can breathe air and water.

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

Slime Ground. The ground in a 20-foot emanation originating from the belmorran magically turns to doughlike terrain. Strength Saving Throw: DC 14, any creature (except a Fiend or Ooze) starting its turn on the ground in that area. Failure: The target speed is reduced to 0 until the start of its next turn.

Slippery. The belmorran has advantage on saving throws and checks to avoid or end the grapple or restrained conditions.

Stench. Constitution Saving Throw: DC 14, any creature (except a Fiend or Ooze) that starts its turn in a 5-foot emanation originating from the belmorran. Failure: The target is poisoned until the start of its next turn. Success: The target is immune to the Stench of all belmorran’s for 1 hour.

ACTIONS

Multiattack. The belmorran makes two Claw attacks and one Corrosive Bite attack.

Claw. Melee Weapon Attack: +6, reach 5 ft. Hit: 10 (2d6 + 3) slashing damage.

Corrosive Bite. Melee Weapon Attack: +6, reach 5 ft. Hit: 19 (3d10 + 3) acid damage. The armor or weapon the target wears or carries, takes a -1 penalty to the AC it offers (armor) or to its attack rolls (weapon). Armor is destroyed if the penalty reduces its AC to 10, and a weapon is destroyed if its penalty reaches -5. The penalty can be removed by casting the mending spell on the armor or weapon.

BONUS ACTIONS

Sludge Dive. The belmorran teleports to an unoccupied space on the ground that it can see and is affected by its or another belmorran’s Slime Ground ability. To teleport to another belmorran’s area, their areas need to overlap. Dexterity Saving Throw: DC 14, each creature in a 5-foot emanation originating from the belmorran’s destination space. Failure: The target is knocked prone.

Belmorran

Medium • Fiend (Demon) • Chaotic Evil

Armor Class 13

Hit Points 58 (9d8 + 18)

Speed 30 ft., swim 30 ft.

Initiative +1 (11)

STRDEXCONINTWISCHA
15 (+2)13 (+1)14 (+2)6 (-2)10 (+0)10 (+0)

Damage Resistances acid

Damage Immunities poison

Condition Immunities poisoned

Senses blindsight 10 ft., darkvision 120 ft., passive Perception 10

Languages Abyssal

CR 3 (XP 700; PB +2)

A dripping, semi-liquid humanoid monster with a gaping maw and clawed arms formed from slime.

Amphibious. The belmorran can breathe air and water.

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

Slime Ground. The ground in a 15-foot emanation originating from the belmorran magically turns to doughlike terrain. Strength Saving Throw: DC 12, any creature (except a Fiend or Ooze) starting its turn on the ground in that area. Failure: The target speed is reduced to 0 until the start of its next turn.

Slippery. The belmorran has advantage on saving throws and checks to avoid or end the grapple or restrained conditions.

Stench. Constitution Saving Throw: DC 12, any creature (except a Fiend or Ooze) that starts its turn in a 5-foot emanation originating from the belmorran. Failure: The target is poisoned until the start of its next turn. Success: The target is immune to the Stench of all belmorran’s for 1 hour.

ACTIONS

Multiattack. The belmorran makes two Claw attacks and one Corrosive Bite attack.

Claw. Melee Weapon Attack: +4, reach 5 ft. Hit: 5 (1d6 + 2) slashing damage.

Corrosive Bite. Melee Weapon Attack: +4, reach 5 ft. Hit: 13 (2d10 + 2) acid damage. The armor or weapon the target wears or carries, takes a -1 penalty to the AC it offers (armor) or to its attack rolls (weapon). Armor is destroyed if the penalty reduces its AC to 10, and a weapon is destroyed if its penalty reaches -5. The penalty can be removed by casting the mending spell on the armor or weapon.

BONUS ACTIONS

Sludge Dive. The belmorran teleports to an unoccupied space on the ground that it can see and is affected by its or another belmorran’s Slime Ground ability. To teleport to another belmorran’s area, their areas need to overlap. Dexterity Saving Throw: DC 12, each creature in a 5-foot emanation originating from the belmorran’s destination space. Failure: The target is knocked prone.

Belmorran

Medium • Fiend (Demon) • Chaotic Evil

Armor Class 15

Hit Points 127 (15d8 + 60)

Speed 30 ft., swim 30 ft.

Initiative +3 (13)

STRDEXCONINTWISCHA
19 (+4)17 (+3)18 (+4)6 (-2)12 (+1)14 (+2)

Damage Resistances acid

Damage Immunities poison

Condition Immunities poisoned

Senses blindsight 30 ft., darkvision 120 ft., passive Perception 11

Languages Abyssal

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

A dripping, semi-liquid humanoid monster with a gaping maw and clawed arms formed from slime.

Amphibious. The belmorran can breathe air and water.

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

Slime Ground. The ground in a 20-foot emanation originating from the belmorran magically turns to doughlike terrain. Strength Saving Throw: DC 16, any creature (except a Fiend or Ooze) starting its turn on the ground in that area. Failure: The target speed is reduced to 0 until the start of its next turn.

Slippery. The belmorran has advantage on saving throws and checks to avoid or end the grapple or restrained conditions.

Stench. Constitution Saving Throw: DC 16, any creature (except a Fiend or Ooze) that starts its turn in a 5-foot emanation originating from the belmorran. Failure: The target is poisoned until the start of its next turn. Success: The target is immune to the Stench of all belmorran’s for 1 hour.

ACTIONS

Multiattack. The belmorran makes two Claw attacks and one Corrosive Bite attack.

Claw. Melee Weapon Attack: +8, reach 5 ft. Hit: 17 (3d8 + 4) slashing damage.

Corrosive Bite. Melee Weapon Attack: +8, reach 5 ft. Hit: 26 (4d10 + 4) acid damage. The armor or weapon the target wears or carries, takes a -1 penalty to the AC it offers (armor) or to its attack rolls (weapon). Armor is destroyed if the penalty reduces its AC to 10, and a weapon is destroyed if its penalty reaches -5. The penalty can be removed by casting the mending spell on the armor or weapon.

BONUS ACTIONS

Sludge Dive. The belmorran teleports to an unoccupied space on the ground that it can see and is affected by its or another belmorran’s Slime Ground ability. To teleport to another belmorran’s area, their areas need to overlap. Dexterity Saving Throw: DC 16, each creature in a 5-foot emanation originating from the belmorran’s destination space. Failure: The target is knocked prone.

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.