Bilious Abomination
Small • Aberration • Chaotic Evil
Armor Class 9
Hit Points 17 (7d6 - 7)
Speed 20 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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)

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)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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)

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)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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)

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.
