Furyhorn

Medium • Beast • Unaligned

Armor Class 12

Hit Points 11 (2d8 + 2)

Speed 40 ft.

Initiative +0 (10)

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

Senses passive Perception 10

Languages

CR 1/4 (XP 50; PB +2)

A huge white-furred ram with glowing eyes and sharp teeth, standing aggressively.

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

Rampage. When the furyhorn reduces a creature to 0 hit points with a melee attack on its turn, the furyhorn can take a bonus action to move up to half its speed and make a Ram attack.

ACTIONS

Ram. Melee Weapon Attack: +3, reach 5 ft. Hit: 3 (1d4 + 1) bludgeoning damage. 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 2 (1d4) bludgeoning damage and is knocked prone.

Furyhorn

Medium • Beast • Unaligned

Armor Class 11

Hit Points 4 (1d8)

Speed 40 ft.

Initiative +0 (10)

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

Senses passive Perception 10

Languages

CR 0 (XP 10; PB +2)

A huge white-furred ram with glowing eyes and sharp teeth, standing aggressively.

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

Rampage. When the furyhorn reduces a creature to 0 hit points with a melee attack on its turn, the furyhorn can take a bonus action to move up to half its speed and make a Ram attack.

ACTIONS

Ram. Melee Weapon Attack: +2, reach 5 ft. Hit: 1 bludgeoning damage. 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 1 bludgeoning damage and is knocked prone.

Furyhorn

Medium • Beast • Unaligned

Armor Class 13

Hit Points 39 (6d8 + 12)

Speed 40 ft.

Initiative +1 (11)

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

Senses passive Perception 10

Languages

CR 2 (XP 450; PB +2)

A huge white-furred ram with glowing eyes and sharp teeth, standing aggressively.

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

Rampage. When the furyhorn reduces a creature to 0 hit points with a melee attack on its turn, the furyhorn can take a bonus action to move up to half its speed and make a Ram attack.

ACTIONS

Ram. Melee Weapon Attack: +4, reach 5 ft. Hit: 12 (3d6 + 2) bludgeoning damage. 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 and 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.