Ghorvix
Medium • Fiend (Demon) • Chaotic Evil
Armor Class 15
Hit Points 78 (12d8 + 24)
Speed 40 ft., climb 30 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 16 (+3) | 14 (+2) | 10 (+0) | 12 (+1) | 14 (+2) |
Saving Throws Wis +4
Skills Perception +7
Damage Resistances cold, fire, lightning, psychic
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 17
Languages Abyssal
CR 6 (XP 2,300; PB +3)

Magic Resistance. The ghorvix has advantage on saving throws against spells and other magical effects.
Twisted Perception. The ghorvix twists the perception of creatures it can see within 60 feet of it and imposes disadvantage on Wisdom (Perception) checks and attack rolls against it. Creatures that use a different sense to perceive the ghorvix, such as blindsight or truesight, are immune to this effect.
ACTIONS
Multiattack. The ghorvix makes two Confusing Rend attacks. If Maddening Howl is available, it can use it before or after these attacks.
Confusing Rend. Melee Weapon Attack: +6, reach 5 ft. Hit: 10 (2d6 + 3) slashing damage plus 9 (2d8) psychic damage, and the target is affected by the confusion spell until the end of its next turn. Once affected, a creature is immune to the confusion effect for 2 rounds.
Maddening Howl (Recharge 6). Intelligence Saving Throw: DC 13, each creature (except Fiends) that isn't deafened in a 30-foot emanation originating from the ghorvix. Failure: 16 (3d10) psychic damage, and the target becomes affected by a short-term madness until the end of its next turn. Success: Half damage.
REACTIONS
Fracture Will. Trigger: A creature the ghorvix can see within 30 feet of it rolls to determine the effects of the confusion spell on it. Response: The target rerolls the d10 using the new roll instead.
Ghorvix
Medium • Fiend (Demon) • Chaotic Evil
Armor Class 14
Hit Points 44 (8d8 + 8)
Speed 40 ft., climb 30 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 14 (+2) | 12 (+1) | 10 (+0) | 10 (+1) | 12 (+1) |
Saving Throws Wis +3
Skills Perception +5
Damage Resistances cold, fire, lightning, psychic
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 15
Languages Abyssal
CR 3 (XP 700; PB +2)

Magic Resistance. The ghorvix has advantage on saving throws against spells and other magical effects.
Twisted Perception. The ghorvix twists the perception of creatures it can see within 60 feet of it and imposes disadvantage on Wisdom (Perception) checks and attack rolls against it. Creatures that use a different sense to perceive the ghorvix, such as blindsight or truesight, are immune to this effect.
ACTIONS
Multiattack. The ghorvix makes two Confusing Rend attacks. If Maddening Howl is available, it can use it before or after these attacks.
Confusing Rend. Melee Weapon Attack: +4, reach 5 ft. Hit: 5 (1d6 + 2) slashing damage plus 5 (1d10) psychic damage, and the target is affected by the confusion spell until the end of its next turn. Once affected, a creature is immune to the confusion effect for 2 rounds.
Maddening Howl (Recharges after Rest). Intelligence Saving Throw: DC 11, each creature (except Fiends) that isn't deafened in a 30-foot emanation originating from the ghorvix. Failure: 9 (2d8) psychic damage, and the target becomes affected by a short-term madness until the end of its next turn. Success: Half damage.
REACTIONS
Fracture Will. Trigger: A creature the ghorvix can see within 30 feet of it rolls to determine the effects of the confusion spell on it. Response: The target rerolls the d10 using the new roll instead.
Ghorvix
Medium • Fiend (Demon) • Chaotic Evil
Armor Class 16
Hit Points 112 (15d8 + 45)
Speed 40 ft., climb 30 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 18 (+4) | 16 (+3) | 10 (+0) | 14 (+2) | 16 (+3) |
Saving Throws Wis +6
Skills Perception +10
Damage Resistances cold, fire, lightning, psychic
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 20
Languages Abyssal
CR 9 (XP 5,000; PB +4)

Magic Resistance. The ghorvix has advantage on saving throws against spells and other magical effects.
Twisted Perception. The ghorvix twists the perception of creatures it can see within 60 feet of it and imposes disadvantage on Wisdom (Perception) checks and attack rolls against it. Creatures that use a different sense to perceive the ghorvix, such as blindsight or truesight, are immune to this effect.
ACTIONS
Multiattack. The ghorvix makes two Confusing Rend attacks. If Maddening Howl is available, it can use it before or after these attacks.
Confusing Rend. Melee Weapon Attack: +8, reach 5 ft. Hit: 14 (3d6 + 4) slashing damage plus 9 (2d8) psychic damage, and the target is affected by the confusion spell until the end of its next turn. Once affected, a creature is immune to the confusion effect for 2 rounds.
Maddening Howl (Recharge 6). Intelligence Saving Throw: DC 15, each creature (except Fiends) that isn't deafened in a 30-foot emanation originating from the ghorvix. Failure: 27 (5d10) psychic damage, and the target becomes affected by a short-term madness until the end of its next turn. Success: Half damage.
REACTIONS
Fracture Will. Trigger: A creature the ghorvix can see within 30 feet of it rolls to determine the effects of the confusion spell on it. Response: The target rerolls the d10 using the new roll 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.
