Furyhorn Herd

Gargantuan • Swarm of Medium Beasts • Unaligned

Armor Class 12

Hit Points 147 (14d20)

Speed 40 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
13 (+1)10 (+0)12 (+1)2 (-4)10 (+0)6 (-2)

Saving Throws Str +4, Con +3

Skills Perception +3

Damage Resistances bludgeoning, piercing, slashing

Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Senses passive Perception 13

Languages

CR 8 (XP 3,900; PB +3)

A herd of massive, white-furred rams with curling horns charging through snow.

Cornering. Creatures inside the space of the herd have disadvantage on attack rolls against the herd. Strength or Dexterity Saving Throw (target's choice): DC 12, one creature trying to leave the space the herd is occupying with its walking speed. Failure: The target's speed is reduced to 0.

Blood Frenzy. The herd has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Herd. The herd has the vertical height of a Medium creature.

Swarm. The herd can occupy another creature's space and vice versa, and the herd can move through any opening large enough for a Medium ram. The herd can't regain hit points or gain temporary hit points.

 

ACTIONS

Ram. Melee Weapon Attack: +4, reach 0 ft., each creature in the herd's space. Hit: 18 (5d6 + 1) bludgeoning damage, and the target is knocked prone. If the target is a Large or smaller creature and the furyhorn moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 (2d6) bludgeoning damage.

BONUS ACTIONS

Stampede. Dexterity Saving Throw: DC 12, each prone creature in the herd's space. Failure: 13 (5d4 + 1) bludgeoning damage. Success: Half damage. Failure or Success: A target that is concentrating on a spell or ability has disadvantage on the saving throw it makes to maintain its concentration.

Furyhorn Herd

Gargantuan • Swarm of Medium Beasts • Unaligned

Armor Class 11

Hit Points 105 (10d20)

Speed 40 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
11 (+0)10 (+0)11 (+0)2 (-4)10 (+0)6 (-2)

Saving Throws Str +4, Con +3

Skills Perception +3

Damage Resistances bludgeoning, piercing, slashing

Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Senses passive Perception 13

Languages

CR 5 (XP 1,800; PB +3)

A herd of massive, white-furred rams with curling horns charging through snow.

Cornering. Creatures inside the space of the herd have disadvantage on attack rolls against the herd. Strength or Dexterity Saving Throw (target's choice): DC 11, one creature trying to leave the space the herd is occupying with its walking speed. Failure: The target's speed is reduced to 0.

Blood Frenzy. The herd has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Herd. The herd has the vertical height of a Medium creature.

Swarm. The herd can occupy another creature's space and vice versa, and the herd can move through any opening large enough for a Medium ram. The herd can't regain hit points or gain temporary hit points.

 

ACTIONS

Ram. Melee Weapon Attack: +3, reach 0 ft., each creature in the herd's space. Hit: 14 (4d6) bludgeoning damage, and the target is knocked prone. If the target is a Large or smaller creature and the furyhorn moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 (2d6) bludgeoning damage.

BONUS ACTIONS

Stampede. Dexterity Saving Throw: DC 11, each prone creature in the herd's space. Failure: 10 (4d4) bludgeoning damage. Success: Half damage. Failure or Success: A target that is concentrating on a spell or ability has disadvantage on the saving throw it makes to maintain its concentration.

Furyhorn Herd

Gargantuan • Swarm of Medium Beasts • Unaligned

Armor Class 13

Hit Points 184 (16d20 + 16)

Speed 40 ft.

Initiative +1 (11)

STRDEXCONINTWISCHA
15 (+2)12 (+1)14 (+2)2 (-4)10 (+0)6 (-2)

Saving Throws Str +6, Con +5

Skills Perception +4

Damage Resistances bludgeoning, piercing, slashing

Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Senses passive Perception 14

Languages

CR 11 (XP 7,200; PB +4)

A herd of massive, white-furred rams with curling horns charging through snow.

Cornering. Creatures inside the space of the herd have disadvantage on attack rolls against the herd. Strength or Dexterity Saving Throw (target's choice): DC 14, one creature trying to leave the space the herd is occupying with its walking speed. Failure: The target's speed is reduced to 0.

Blood Frenzy. The herd has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Herd. The herd has the vertical height of a Medium creature.

Swarm. The herd can occupy another creature's space and vice versa, and the herd can move through any opening large enough for a Medium ram. The herd can't regain hit points or gain temporary hit points.

 

ACTIONS

Ram. Melee Weapon Attack: +6, reach 0 ft., each creature in the herd's space. Hit: 29 (6d8 + 2) bludgeoning damage, and the target is knocked prone. If the target is a Large or smaller creature and the furyhorn moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) bludgeoning damage.

BONUS ACTIONS

Stampede. Dexterity Saving Throw: DC 14, each prone creature in the herd's space. Failure: 22 (6d6 + 2) bludgeoning damage. Success: Half damage. Failure or Success: A target that is concentrating on a spell or ability has disadvantage on the saving throw it makes to maintain its concentration.

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.