Gluurmihk
Large • Fiend (Demon) • Chaotic Evil
Armor Class 14
Hit Points 104 (11d10 + 44)
Speed 20 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 9 (-1) | 18 (+4) | 9 (-1) | 12 (+1) | 9 (-1) |
Saving Throws Str +8, Con +8
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Abyssal
CR 9 (XP 5,000; PB +4)

ACTIONS
Bite. Melee Weapon Attack: +8, reach 5 ft. Hit: 26 (4d10 + 4) piercing damage plus 9 (2d8) poison damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16). While grappled this way, the target is restrained.
Rolling Ram. The gluurmihk moves up to its speed in a straight line and must move at least 5 feet before it reaches the first target. The gluurmihk can move through the spaces of Huge or smaller creatures, stopping early if it impacts against a solid surface, in which case the gluurmihk becomes incapacitated until the end of its next turn. Dexterity Saving Throw: DC 16 (with disadvantage if rolling downhill), each creature whose space the gluurmihk enters for the first time during this move. Failure: 36 (5d12 + 4) bludgeoning damage, and the target is knocked prone, incapacitated, and the gluurmihk stops its movement. Success: The target moves to an unoccupied space within 5 feet of the gluurmihk. If there is no unoccupied space, the target fails the save instead.
BONUS ACTIONS
Swallow. Strength Saving Throw: DC 16, one Medium or smaller creature grappled by the gluurmihk (it can have only one creature swallowed at a time). Failure: The target is swallowed by the gluurmihk, and the grapple ends. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the gluurmihk, and the gluurmihk halves the damage it takes (round down), and the swallowed target takes the same amount of damage.
If the gluurmihk takes 20 damage or more on a single turn from a creature inside it, the gluurmihk must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls in a space within 5 feet of the gluurmihk and is prone. If the gluurmihk dies, a swallowed creature is no longer restrained and can escape from the corpse using 10 feet of movement, exiting prone.
Tongue. Strength Saving Throw: DC 16, one creature within 20 feet of the gluurmihk that it can see. Failure: The target is pulled up to 20 feet toward the gluurmihk.
Gluurmihk
Large • Fiend (Demon) • Chaotic Evil
Armor Class 13
Hit Points 76 (9d10 + 27)
Speed 20 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 9 (-1) | 16 (+3) | 9 (-1) | 10 (+0) | 9 (-1) |
Saving Throws Str +6, Con +6
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 10
Languages Abyssal
CR 6 (XP 2,300; PB +3)

ACTIONS
Bite. Melee Weapon Attack: +6, reach 5 ft. Hit: 19 (3d10 + 3) piercing damage plus 4 (1d8) poison damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). While grappled this way, the target is restrained.
Rolling Ram. The gluurmihk moves up to its speed in a straight line and must move at least 5 feet before it reaches the first target. The gluurmihk can move through the spaces of Huge or smaller creatures, stopping early if it impacts against a solid surface, in which case the gluurmihk becomes incapacitated until the end of its next turn. Dexterity Saving Throw: DC 14 (with disadvantage if rolling downhill), each creature whose space the gluurmihk enters for the first time during this move. Failure: 29 (4d12 + 3) bludgeoning damage, and the target is knocked prone, incapacitated, and the gluurmihk stops its movement. Success: The target moves to an unoccupied space within 5 feet of the gluurmihk. If there is no unoccupied space, the target fails the save instead.
BONUS ACTIONS
Swallow. Strength Saving Throw: DC 14, one Medium or smaller creature grappled by the gluurmihk (it can have only one creature swallowed at a time). Failure: The target is swallowed by the gluurmihk, and the grapple ends. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the gluurmihk, and the gluurmihk halves the damage it takes (round down), and the swallowed target takes the same amount of damage.
If the gluurmihk takes 15 damage or more on a single turn from a creature inside it, the gluurmihk must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls in a space within 5 feet of the gluurmihk and is prone. If the gluurmihk dies, a swallowed creature is no longer restrained and can escape from the corpse using 10 feet of movement, exiting prone.
Tongue. Strength Saving Throw: DC 14, one creature within 20 feet of the gluurmihk that it can see. Failure: The target is pulled up to 20 feet toward the gluurmihk.
Gluurmihk
Large • Fiend (Demon) • Chaotic Evil
Armor Class 15
Hit Points 126 (12d10 + 60)
Speed 30 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 9 (-1) | 20 (+5) | 9 (-1) | 12 (+1) | 9 (-1) |
Saving Throws Str +8, Con +8
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Abyssal
CR 12 (XP 8,400; PB +4)

ACTIONS
Bite. Melee Weapon Attack: +9, reach 5 ft. Hit: 32 (5d10 + 5) piercing damage plus 9 (2d8) poison damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). While grappled this way, the target is restrained.
Rolling Ram. The gluurmihk moves up to its speed in a straight line and must move at least 5 feet before it reaches the first target. The gluurmihk can move through the spaces of Huge or smaller creatures, stopping early if it impacts against a solid surface, in which case the gluurmihk becomes incapacitated until the end of its next turn. Dexterity Saving Throw: DC 17 (with disadvantage if rolling downhill), each creature whose space the gluurmihk enters for the first time during this move. Failure: 44 (6d12 + 5) bludgeoning damage, and the target is knocked prone, incapacitated, and the gluurmihk stops its movement. Success: The target moves to an unoccupied space within 5 feet of the gluurmihk. If there is no unoccupied space, the target fails the save instead.
BONUS ACTIONS
Swallow. Strength Saving Throw: DC 17, one Medium or smaller creature grappled by the gluurmihk (it can have only one creature swallowed at a time). Failure: The target is swallowed by the gluurmihk, and the grapple ends. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the gluurmihk, and the gluurmihk halves the damage it takes (round down), and the swallowed target takes the same amount of damage.
If the gluurmihk takes 25 damage or more on a single turn from a creature inside it, the gluurmihk must succeed on a DC 19 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls in a space within 5 feet of the gluurmihk and is prone. If the gluurmihk dies, a swallowed creature is no longer restrained and can escape from the corpse using 10 feet of movement, exiting prone.
Tongue. Strength Saving Throw: DC 17, one creature within 20 feet of the gluurmihk that it can see. Failure: The target is pulled up to 20 feet toward the gluurmihk.
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.
