Drowned

Medium • Undead • Neutral Evil

Armor Class 9

Hit Points 26 (4d8 + 8)

Speed 20 ft., swim 30 ft.

Initiative -1 (9)

STRDEXCONINTWISCHA
16 (+3)8 (-1)15 (+2)3 (-4)7 (-2)5 (-3)

Saving Throws Con +4

Damage Resistances cold, necrotic

Damage Immunities poison

Condition Immunities exhaustion, poisoned

Senses darkvision 60 ft., tremorsense 120 ft. (in water), passive Perception 8

Languages understands languages known in life but can’t speak them

CR 1 (XP 200, PB +2)

A humanoid form made of swirling blue water and mist, glowing with spectral light.

Aura of Drowning. Constitution Saving Throw: DC 12 (with disadvantage if the creature is within the aura of multiple drowned), any creature (other than an Undead) that starts its turn in a 5-foot emanation originating from the drowned. Failure: The target’s lungs magically fill with water, and it can't speak or form verbal components anymore. If the target is already affected by this, it instead starts to suffocate, it starts its turn outside the aura, or succeeds on the save.

Ichor and Water. When the drowned dies, it dissolves into water, filling the ground in a 5-foot emanation originating from the drowned. The area is difficult terrain for creatures without a swim speed and lasts for 1 minute.

Undead Fortitude. If damage reduces the drowned to 0 hit points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is radiant or from a critical Hit. On a successful save, the drowned drops to 1 Hit Point instead.

Wet. When the drowned takes cold damage, its movement speed is halved until the end of its next turn.

Unusual Nature. The drowned doesn't require air, food, drink, or sleep.

ACTIONS

Slam. Melee Weapon Attack: +5, reach 5 ft. Hit: 10 (2d6 + 3) bludgeoning damage.

Strangle. Melee Weapon Attack: +5, reach 5 ft. Hit: The creature is grappled (escape DC 13). Until this grapple ends, the target takes 4 (1d8) cold damage plus 4 (1d8) necrotic damage at the start of each of the target's turns, and the drowned can't use Strangle.

BONUS ACTIONS

Murky Ick (1/Day). The drowned magically creates a murky fog around one creature it is grappling. The creature becomes heavily obscured for creatures other than a drowned. The effect lasts 1 minute and ends early if the drowned dies or its grapple ends against the target ends.

Drowned

Medium • Undead • Neutral Evil

Armor Class 8

Hit Points 13 (2d8 + 4)

Speed 20 ft., swim 30 ft.

Initiative -2 (8)

STRDEXCONINTWISCHA
13 (+1)7 (-2)15 (+2)3 (-4)7 (-2)5 (-3)

Saving Throws Con +4

Damage Resistances cold, necrotic

Damage Immunities poison

Condition Immunities exhaustion, poisoned

Senses darkvision 60 ft., tremorsense 120 ft. (in water), passive Perception 8

Languages understands languages known in life but can’t speak them

CR 1/8 (XP 25, PB +2)

A humanoid form made of swirling blue water and mist, glowing with spectral light.

Ichor and Water. When the drowned dies, it dissolves into water, filling the ground in a 5-foot emanation originating from the drowned. The area is difficult terrain for creatures without a swim speed and lasts for 1 minute.

Undead Fortitude. If damage reduces the drowned to 0 hit points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is radiant or from a critical Hit. On a successful save, the drowned drops to 1 Hit Point instead.

Wet. When the drowned takes cold damage, its movement speed is halved until the end of its next turn.

Unusual Nature. The drowned doesn't require air, food, drink, or sleep.

ACTIONS

Slam. Melee Weapon Attack: +3, reach 5 ft. Hit: 3 (1d4 + 1) bludgeoning damage.

Strangle. Melee Weapon Attack: +5, reach 5 ft. Hit: The creature is grappled (escape DC 11). Until this grapple ends, the target takes 2 (1d4) cold damage at the start of each of the target's turns, and the drowned can't use Strangle.

BONUS ACTIONS

Murky Ick (1/Day). The drowned magically creates a murky fog around one creature it is grappling. The creature becomes heavily obscured for creatures other than a drowned. The effect until the start of the drowned's next turn.

Drowned

Medium • Undead • Neutral Evil

Armor Class 9

Hit Points 112 (15d8 + 45)

Speed 20 ft., swim 30 ft.

Initiative -1 (9)

STRDEXCONINTWISCHA
17 (+3)8 (-1)18 (+4)3 (-4)7 (-2)5 (-3)

Saving Throws Con +6

Damage Resistances cold, necrotic

Damage Immunities poison

Condition Immunities exhaustion, poisoned

Senses darkvision 60 ft., tremorsense 120 ft. (in water), passive Perception 8

Languages understands languages known in life but can’t speak them

CR 5 (XP 1,100, PB +3)

A humanoid form made of swirling blue water and mist, glowing with spectral light.

Aura of Drowning. Constitution Saving Throw: DC 14 (with disadvantage if the creature is within the aura of multiple drowned), any creature (other than an Undead) that starts its turn in a 5-foot emanation originating from the drowned. Failure: The target’s lungs magically fill with water, and it can't speak or form verbal components anymore. If the target is already affected by this, it instead starts to suffocate, it starts its turn outside the aura, or succeeds on the save.

Ichor and Water. When the drowned dies, it dissolves into water, filling the ground in a 5-foot emanation originating from the drowned. The area is difficult terrain for creatures without a swim speed and lasts for 1 minute.

Undead Fortitude. If damage reduces the drowned to 0 hit points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is radiant or from a critical Hit. On a successful save, the drowned drops to 1 Hit Point instead.

Wet. When the drowned takes cold damage, its movement speed is halved until the end of its next turn.

Unusual Nature. The drowned doesn't require air, food, drink, or sleep.

ACTIONS

Multiattack. The drowned makes two Slam attacks. It can replace one of these attacks with a Strange attack.

Slam. Melee Weapon Attack: +5, reach 5 ft. Hit: 17 (3d8 + 4) bludgeoning damage.

Strangle. Melee Weapon Attack: +5, reach 5 ft. Hit: The creature is grappled (escape DC 15). Until this grapple ends, the target takes 7 (2d6) cold damage plus 7 (2d6) necrotic damage at the start of each of the target's turns, and the drowned can't use Strangle.

BONUS ACTIONS

Murky Ick (2/Day). The drowned magically creates a murky fog around one creature it is grappling. The creature becomes heavily obscured for creatures other than a drowned. The effect lasts 1 minute and ends early if the drowned dies or its grapple ends against the target ends.

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.