Cortexwood
Medium or Large • Aberration • Unaligned
Armor Class 15
Hit Points 68 (8d10 + 24)
Speed 5 ft., climb 5 ft.
Initiative -5 (5)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 1 (-5) | 16 (+3) | 7 (-2) | 14 (+2) | 6 (-2) |
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond that radius), tremorsense 150 ft., passive Perception 12
Languages -
CR 3 (XP 700; PB +2)

Aberrant Ground. Strength Saving Throw: DC 13, any creature that starts its turn on the ground in a 20-foot emanation of the cortexwood. Failure: The target's speed is reduced to 0 until the end of its next turn. Failure or Success: The ground of this area is difficult terrain for creatures of the cortexwood's choice.
Bloodied - Mislead. When the cortexwood becomes bloodied for the first time on a day, it teleports to an unoccupied space on the ground within 30 feet and simultaneously creates 3 illusory duplicates in unoccupied spaces within 30 feet of it as well. A duplicate has the Aberrant Ground trait and is destroyed when it takes any amount of damage.
Regeneration. The cortexwood regains 5 hit points at the start of each of its turns. If the cortexwood takes cold or lightning damage, this trait doesn't function on the cortexwood's next turn.
Spider Climb. The cortexwood can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Unusual Nature. The cortexwood doesn't require air or sleep.
ACTIONS
Multiattack. The cortexwood makes two Warped Bough attacks.
Warped Bough. Melee Weapon Attack: +5, reach 10 ft. Hit: 12 (2d8 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13). While grappled this way, the target is restrained.
Psionic Pulse. Intelligence Saving Throw: DC 12, one creature within 60 feet of cortexwood. Failure: 13 (3d8) psychic damage. Success: Half damage.
Tentacle Roots (Recharge 6). The cortexwood casts black tentacles (spell save DC 12, range 30 feet).
Seedling (1/Day). Constitution Saving Throw: DC 13, one Medium or Small creature grappled by the cortexwood. Failure: 14 (4d6) piercing damage. Further, the target is cursed and has a minuscule seed implanted in it. Removing the curse destroys the seed. Over 2d4 × 10 days, the seed sprouts. In the final 24 hours, the cursed target feels unwell; its speed is halved, and it has disadvantage on attacks, saving throws, and ability checks. At the end of this time, the target warps into that of a Medium-sized cortexwood, which grows to its normal Large size within 100 days. Success: Half damage.
BONUS ACTIONS
Psychic Lure. Wisdom Saving Throw: DC 12, one creature within 150 feet of the cortexwood. Failure: The target becomes charmed until the end of its next turn. While charmed, if the target is more than 5 feet away from the cortexwood, it must take the Dash action to move toward the cortexwood by the most direct route, trying to get within 5 feet of the cortexwood. It doesn't avoid opportunity attacks, but navigates around damaging terrain (such as lava or a pit). Success: The target is immune to this cortexwood's Lure for 24 hours.
Cortexwood
Medium or Large • Aberration • Unaligned
Armor Class 14
Hit Points 22 (3d10 + 6)
Speed 5 ft., climb 5 ft.
Initiative -5 (5)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 1 (-5) | 14 (+2) | 7 (-2) | 12 (+1) | 6 (-2) |
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond that radius), tremorsense 150 ft., passive Perception 11
Languages -
CR 1/2 (XP 100; PB +2)

Aberrant Ground. Strength Saving Throw: DC 13, any creature that starts its turn on the ground in a 10-foot emanation of the cortexwood. Failure: The target's speed is reduced to 0 until the end of its next turn. Failure or Success: The ground of this area is difficult terrain for creatures of the cortexwood's choice.
Bloodied - Mislead. When the cortexwood becomes bloodied for the first time on a day, it teleports to an unoccupied space on the ground within 30 feet and simultaneously creates 3 illusory duplicates in unoccupied spaces within 30 feet of it as well. A duplicate has the Aberrant Ground trait and is destroyed when it takes any amount of damage.
Spider Climb. The cortexwood can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Unusual Nature. The cortexwood doesn't require air or sleep.
ACTIONS
Warped Bough. Melee Weapon Attack: +4, reach 10 ft. Hit: 6 (1d8 + 2) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12). While grappled this way, the target is restrained.
Psionic Pulse. Intelligence Saving Throw: DC 11, one creature within 60 feet of cortexwood. Failure: 5 (1d10) psychic damage. Success: Half damage.
BONUS ACTIONS
Psychic Lure. Wisdom Saving Throw: DC 11, one creature within 90 feet of the cortexwood. Failure: The target becomes charmed until the end of its next turn. While charmed, if the target is more than 5 feet away from the cortexwood, it must take the Dash action to move toward the cortexwood by the most direct route, trying to get within 5 feet of the cortexwood. It doesn't avoid opportunity attacks, but navigates around damaging terrain (such as lava or a pit). Success: The target is immune to this cortexwood's Lure for 24 hours.
Cortexwood
Medium or Large • Aberration • Unaligned
Armor Class 16
Hit Points 104 (11d10 + 44)
Speed 5 ft., climb 5 ft.
Initiative -5 (5)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 1 (-5) | 18 (+4) | 7 (-2) | 14 (+2) | 6 (-2) |
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond that radius), tremorsense 150 ft., passive Perception 13
Languages -
CR 6 (XP 2.300; PB +3)

Aberrant Ground. Strength Saving Throw: DC 15, any creature that starts its turn on the ground in a 20-foot emanation of the cortexwood. Failure: The target's speed is reduced to 0 until the end of its next turn. Failure or Success: The ground of this area is difficult terrain for creatures of the cortexwood's choice.
Bloodied - Mislead. When the cortexwood becomes bloodied for the first time on a day, it teleports to an unoccupied space on the ground within 30 feet and simultaneously creates 3 illusory duplicates in unoccupied spaces within 30 feet of it as well. A duplicate has the Aberrant Ground trait and is destroyed when it takes any amount of damage.
Regeneration. The cortexwood regains 10 hit points at the start of each of its turns. If the cortexwood takes cold or lightning damage, this trait doesn't function on the cortexwood's next turn.
Spider Climb. The cortexwood can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Unusual Nature. The cortexwood doesn't require air or sleep.
ACTIONS
Multiattack. The cortexwood makes two Warped Bough attacks.
Warped Bough. Melee Weapon Attack: +5, reach 10 ft. Hit: 20 (3d10 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). While grappled this way, the target is restrained.
Psionic Pulse. Intelligence Saving Throw: DC 14, one creature within 60 feet of cortexwood. Failure: 32 (5d12) psychic damage. Success: Half damage.
Tentacle Roots (Recharge 5-6). The cortexwood casts black tentacles (spell save DC 14, range 30 feet).
Seedling (1/Day). Constitution Saving Throw: DC 15, one Medium or Small creature grappled by the cortexwood. Failure: 22 (4d10) piercing damage. Further, the target is cursed and has a minuscule seed implanted in it. Removing the curse destroys the seed. Over 2d4 × 10 days, the seed sprouts. In the final 24 hours, the cursed target feels unwell; its speed is halved, and it has disadvantage on attacks, saving throws, and ability checks. At the end of this time, the target warps into that of a Medium-sized cortexwood, which grows to its normal Large size within 100 days. Success: Half damage.
BONUS ACTIONS
Psychic Lure. Wisdom Saving Throw: DC 14, one creature within 300 feet of the cortexwood. Failure: The target becomes charmed until the end of its next turn. While charmed, if the target is more than 5 feet away from the cortexwood, it must take the Dash action to move toward the cortexwood by the most direct route, trying to get within 5 feet of the cortexwood. It doesn't avoid opportunity attacks, but navigates around damaging terrain (such as lava or a pit). Success: The target is immune to this cortexwood's Lure for 24 hours.
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.
