Ghiddar
Medium • Beast • Unaligned
Armor Class 16
Hit Points 11 (2d8 + 2)
Speed 30 ft., climb 20 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 9 (-1) | 12 (+1) | 2 (-4) | 9 (-1) | 6 (-2) |
Skills Stealth +2
Senses tremorsense 30 ft., passive Perception 9
Languages –
CR 1/4 (XP 50, PB +2)

Poor Perception. The ghiddar has disadvantage on Wisdom (Perception) checks for things more than 30 feet away.
Sloped Wall Climb. The ghiddar can climb difficult surfaces, including along walls (but no ceilings), without needing to make an ability check, provided the surface has at least a slight slope to it.
Mountain Camouflage. The ghiddar has advantage on Dexterity (Stealth) checks made in mountainous terrain.
ACTIONS
Ram. Melee Weapon Attack: +3, reach 5 ft. Hit: 4 (1d6 + 1) bludgeoning damage.
Rolling Ram. The ghiddar moves up to its speed in a straight line and must move at least 10 feet before it reaches the first target. The ghiddar can move through the spaces of Large or smaller creatures, stopping early if it impacts against a solid surface, in which case the ghiddar becomes incapacitated until the end of its next turn. Dexterity Saving Throw: DC 11 (with disadvantage if rolling downhill), each creature whose space the ghiddar enters for the first time during this move. Failure: 10 (2d8 + 1) bludgeoning damage, and the target is knocked prone, incapacitated until the end of its next turn, and the ghiddar stops its movement. Success: The target moves to an unoccupied space within 5 feet of the ghiddar. If there is no unoccupied space, the target fails the save instead.
Ghiddar
Medium • Beast • Unaligned
Armor Class 13
Hit Points 4 (1d8)
Speed 30 ft., climb 20 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 9 (-1) | 10 (+0) | 2 (-4) | 9 (-1) | 6 (-2) |
Skills Stealth +2
Senses tremorsense 30 ft., passive Perception 9
Languages –
CR 0 (XP 10, PB +2)

Poor Perception. The ghiddar has disadvantage on Wisdom (Perception) checks for things more than 30 feet away.
Sloped Wall Climb. The ghiddar can climb difficult surfaces, including along walls (but no ceilings), without needing to make an ability check, provided the surface has at least a slight slope to it.
Mountain Camouflage. The ghiddar has advantage on Dexterity (Stealth) checks made in mountainous terrain.
ACTIONS
Ram. Melee Weapon Attack: +2, reach 5 ft. Hit: 1 bludgeoning damage.
Rolling Ram. The ghiddar moves up to its speed in a straight line and must move at least 10 feet before it reaches the first target. The ghiddar can move through the spaces of Large or smaller creatures, stopping early if it impacts against a solid surface, in which case the ghiddar becomes incapacitated until the end of its next turn. Dexterity Saving Throw: DC 10 (with disadvantage if rolling downhill), each creature whose space the ghiddar enters for the first time during this move. Failure: 3 (1d6) bludgeoning damage, and the target is knocked prone, incapacitated until the end of its next turn, and the ghiddar stops its movement. Success: The target moves to an unoccupied space within 5 feet of the ghiddar. If there is no unoccupied space, the target fails the save instead.
Ghiddar
Medium • Beast • Unaligned
Armor Class 18
Hit Points 39 (6d8 + 12)
Speed 30 ft., climb 20 ft.,
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 9 (-1) | 14 (+2) | 2 (-4) | 9 (-1) | 6 (-2) |
Skills Stealth +2
Senses tremorsense 30 ft., passive Perception 9
Languages –
CR 2 (XP 450, PB +2)

Poor Perception. The ghiddar has disadvantage on Wisdom (Perception) checks for things more than 30 feet away.
Sloped Wall Climb. The ghiddar can climb difficult surfaces, including along walls (but no ceilings), without needing to make an ability check, provided the surface has at least a slight slope to it.
Mountain Camouflage. The ghiddar has advantage on Dexterity (Stealth) checks made in mountainous terrain.
ACTIONS
Ram. Melee Weapon Attack: +5, reach 5 ft. Hit: 13 (3d6 + 3) bludgeoning damage.
Rolling Ram. The ghiddar moves up to its speed in a straight line and must move at least 10 feet before it reaches the first target. The ghiddar can move through the spaces of Large or smaller creatures, stopping early if it impacts against a solid surface, in which case the ghiddar becomes incapacitated until the end of its next turn. Dexterity Saving Throw: DC 13 (with disadvantage if rolling downhill), each creature whose space the ghiddar enters for the first time during this move. Failure: 21 (4d8 + 3) bludgeoning damage, and the target is knocked prone, incapacitated until the end of its next turn, and the ghiddar stops its movement. Success: The target moves to an unoccupied space within 5 feet of the ghiddar. If there is no unoccupied space, the target fails the save instead.
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.
