Aberrant Portal
Large • Aberration • Unaligned
Armor Class 15
Hit Points 67 (9d10 + 18)
Speed 0 ft., fly 20 ft. (hover)
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 1 (-5) | 16 (+3) | 14 (+2) | 1 (-5) | 1 (-5) | 1 (-5) |
Skills Stealth +6
Damage Resistances bludgeoning, piercing, slashing
Senses blindsight 120 ft., passive Perception 5
Languages –
CR 5 (XP 1,800; PB +3)

Limited Magic Immunity. The portal can't be affected or detected by spells of 2nd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and other magical effects.
Shadow Form. The portal can enter an enemy's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so. It fills the space it occupies with magical darkness. Charisma Saving Throw: DC 13, each unconscious creature in the portal's space. Failure: The target is teleported to the plane the portal connects to.
Sunlight Hypersensitivity. The portal takes 15 radiant damage if it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Unusual Nature. The portal doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The portal makes three attacks on any combination.
Tentacles. Melee Weapon Attack: +6, reach 20 ft. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 14).
Lashing Maw. Melee Weapon Attack: +6, reach 5 ft. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature and doesn't already have a wound, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target receives a wound. While wounded, the target loses 4 (1d8) hit points at the start of each of its turns. The wound closes after 1 minute, after a spell restores hit points to the target, or after the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 14 Wisdom (Medicine) check.
Eye Stalk. Ranged Spell Attack: +6, range 120 ft. Hit: 11 (2d10) force damage.
BONUS ACTIONS
Frightful Presence. Wisdom Saving Throw: DC 13, each creature in a 60-foot emanation originating from the portal. Failure: The target becomes frightened until the end of its next turn. Success: The target becomes immune to this effect for 1 hour.
Aberrant Portal
Large • Aberration • Unaligned
Armor Class 13
Hit Points 39 (6d10 + 6)
Speed 0 ft., fly 20 ft. (hover)
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 1 (-5) | 14 (+2) | 12 (+1) | 1 (-5) | 1 (-5) | 1 (-5) |
Skills Stealth +6
Damage Resistances bludgeoning, piercing, slashing
Senses blindsight 120 ft. (blind beyond), passive Perception 5
Languages –
CR 2 (XP 450; PB +2)

Limited Magic Immunity. The portal can't be affected or detected by spells of 1st level or lower unless it wishes to be. It has advantage on saving throws against all other spells and other magical effects.
Shadow Form. The portal can enter an enemy's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so. It fills the space it occupies with magical darkness. Charisma Saving Throw: DC 11, each unconscious creature in the portal's space. Failure: The target is teleported to the plane the portal connects to.
Sunlight Hypersensitivity. The portal takes 10 radiant damage if it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Unusual Nature. The portal doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The portal makes three attacks on any combination.
Tentacles. Melee Weapon Attack: +4, reach 20 ft. Hit: 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 13).
Lashing Maw. Melee Weapon Attack: +4, reach 5 ft. Hit: 6 (1d8 + 2) piercing damage. If the target is a creature and doesn't already have a wound, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target receives a wound. While wounded, the target loses 3 (1d6) hit points at the start of each of its turns. The wound closes after 1 minute, after a spell restores hit points to the target, or after the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 12 Wisdom (Medicine) check.
Eye Stalk. Ranged Spell Attack: +3, range 120 ft. Hit: 5 (1d10) force damage.
BONUS ACTIONS
Frightful Presence. Wisdom Saving Throw: DC 13, each creature in a 30-foot emanation originating from the portal. Failure: The target becomes frightened until the end of its next turn. Success: The target becomes immune to this effect for 1 hour.
Aberrant Portal
Large • Aberration • Unaligned
Armor Class 17
Hit Points 93 (11d10 + 33)
Speed 0 ft., fly 20 ft. (hover)
Initiative +4 (14)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 1 (-5) | 18 (+4) | 16 (+3) | 1 (-5) | 1 (-5) | 1 (-5) |
Skills Stealth +6
Damage Resistances bludgeoning, piercing, slashing from nonmagical attacks
Senses blindsight 120 ft. (blind beyond), passive Perception 5
Languages –
CR 8 (XP 3,900; PB +3)

Limited Magic Immunity. The portal can't be affected or detected by spells of 3rd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and other magical effects.
Shadow Form. The portal can enter an enemy's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so. It fills the space it occupies with magical darkness. Charisma Saving Throw: DC 14, each unconscious creature in the portal's space. Failure: The target is teleported to the plane the portal connects to.
Sunlight Hypersensitivity. The portal takes 20 radiant damage if it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Unusual Nature. The portal doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The portal makes three attacks on any combination.
Tentacles. Melee Weapon Attack: +7, reach 20 ft. Hit: 14 (3d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14).
Lashing Maw. Melee Weapon Attack: +7, reach 5 ft. Hit: 17 (3d8 + 4) piercing damage. If the target is a creature and doesn't already have a wound, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target receives a wound. While wounded, the target loses 5 (1d10) hit points at the start of each of its turns. The wound closes after 1 minute, after a spell restores hit points to the target, or after the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 14 Wisdom (Medicine) check.
Eye Stalk. Ranged Spell Attack: +6, range 120 ft. Hit: 16 (3d10) force damage.
BONUS ACTIONS
Frightful Presence. Wisdom Saving Throw: DC 14, each creature in a 120-foot emanation originating from the portal. Failure: The target becomes frightened until the end of its next turn. Success: The target becomes immune to this effect for 1 hour.
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.
