Bosinyx

Large • Beast • Unaligned

Armor Class 17

Hit Points 57 (6d10 + 24)

Speed 40 ft.

Initiative +1 (11)

STRDEXCONINTWISCHA
21 (+5)13 (+1)18 (+4)2 (-4)9 (-1)7 (-2)

Senses passive Perception 9

Languages

CR 3 (XP 700; PB +2)

A hulking horned beast with rocky plates, glowing eyes, and a broad, muscular frame.

Herd Protective. The bosinyx gains a +1 bonus to its armor class for each allied bosinyx within 5 feet of it.

Siege Monster. The bosinyx deals double damage to objects and structures.

Stampede Instinct. When the bosinyx is frightened, its speed increases by 10 feet. Additionally, it can still willingly move closer to the source of its fear.

ACTIONS

Ram. Melee Weapon Attack: +7 (with advantage if the bosinyx moved 20+ feet straight toward the target immediately before the hit), reach 5 ft. Hit: 23 (4d8 + 5) bludgeoning damage. This attack scores a critical hit on a 19 to 20 on a d20. On a critical hit, the target is knocked prone.

REACTIONS

Stick Together. Trigger: An allied creature within 5 feet of the bosinyx moves. Response: The bosinyx moves along with that creature up to its speed. Each hostile creature within 5 feet of the bosinyx as it moves is targeted once by the following effect. Constitution Saving Throw: DC 15. Failure: The target is knocked prone.

Bosinyx

Large • Beast • Unaligned

Armor Class 16

Hit Points 25 (3d10 + 9)

Speed 40 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
19 (+4)11 (+0)16 (+3)2 (-4)9 (-1)7 (-2)

Senses passive Perception 9

Languages

CR 1/2 (XP 100; PB +2)

A hulking horned beast with rocky plates, glowing eyes, and a broad, muscular frame.

Herd Protective. The bosinyx gains a +1 bonus to its armor class for each allied bosinyx within 5 feet of it.

Siege Monster. The bosinyx deals double damage to objects and structures.

Stampede Instinct. When the bosinyx is frightened, its speed increases by 10 feet. Additionally, it can still willingly move closer to the source of its fear.

ACTIONS

Ram. Melee Weapon Attack: +6 (with advantage if the bosinyx moved 20+ feet straight toward the target immediately before the hit), reach 5 ft. Hit: 7 (1d8 + 4) bludgeoning damage. This attack scores a critical hit on a 19 to 20 on a d20. On a critical hit, the target is knocked prone.

REACTIONS

Stick Together. Trigger: An allied creature within 5 feet of the bosinyx moves. Response: The bosinyx moves along with that creature up to its speed. Each hostile creature within 5 feet of the bosinyx as it moves is targeted once by the following effect. Constitution Saving Throw: DC 14. Failure: The target is knocked prone.

Bosinyx

Large • Beast • Unaligned

Armor Class 18

Hit Points 105 (10d10 + 50)

Speed 40 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
23 (+6)15 (+2)20 (+5)2 (-4)9 (-1)7 (-2)

Senses passive Perception 9

Languages

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

A hulking horned beast with rocky plates, glowing eyes, and a broad, muscular frame.

Herd Protective. The bosinyx gains a +1 bonus to its armor class for each allied bosinyx within 5 feet of it.

Siege Monster. The bosinyx deals double damage to objects and structures.

Stampede Instinct. When the bosinyx is frightened, its speed increases by 10 feet. Additionally, it can still willingly move closer to the source of its fear.

ACTIONS

Ram. Melee Weapon Attack: +9 (with advantage if the bosinyx moved 20+ feet straight toward the target immediately before the hit), reach 5 ft. Hit: 38 (5d12 + 6) bludgeoning damage. This attack scores a critical hit on a 19 to 20 on a d20. On a critical hit, the target is knocked prone.

REACTIONS

Stick Together. Trigger: An allied creature within 5 feet of the bosinyx moves. Response: The bosinyx moves along with that creature up to its speed. Each hostile creature within 5 feet of the bosinyx as it moves is targeted once by the following effect. Constitution Saving Throw: DC 17. 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.