Gorgilk

Small • Monstrosity • Unaligned

Armor Class 14

Hit Points 13 (3d6 + 3)

Speed 20 ft., climb 20 ft.

Initiative -1 (9)

STRDEXCONINTWISCHA
6 (-2)8 (-1)12 (+1)1 (-5)8 (-1)4 (-3)

Condition Immunities petrified, poisoned

Senses passive Perception 9

Languages

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

A squat, black-scaled amphibious monster with a single large yellow eye and jagged spikes.

Death Burst. The gorgilk explodes when it dies. Dexterity Saving Throw: DC 11 (with disadvantage if the target is poisoned by the gorgilk), each creature in a 5-foot emanation originating from the gorgilk. First Failure: The target becomes restrained and repeats the save at the end of its next turn if it is still restrained, ending the effect on itself on a success. Second Failure: The target becomes petrified instead for 1d4 days.

Familiar. The gorgilk can serve another creature as a familiar.

Standing Leap. The gorgilk's long jump is up to 10 feet, and its high jump is up to 5 feet with or without a running start.

 

ACTIONS

Spit. Ranged Weapon Attack: +3, range 20/40 ft. Hit: 5 (2d4) acid damage, and the target’s speed is reduced by 10 feet until the end of its next turn.

REACTIONS

Stench Glands. Trigger: A creature within 5 feet of the gorgilk that it can see targets it with an attack. Response - Constitution Saving Throw: DC 11, the attacker. Failure: The target becomes poisoned until the end of its turn.

Gorgilk

Small • Monstrosity • Unaligned

Armor Class 12

Hit Points 3 (1d6)

Speed 20 ft., climb 20 ft.

Initiative -1 (9)

STRDEXCONINTWISCHA
6 (-2)8 (-1)10 (+0)1 (-5)8 (-1)4 (-3)

Condition Immunities petrified, poisoned

Senses passive Perception 9

Languages

CR 0 (XP 10; PB +2)

A squat, black-scaled amphibious monster with a single large yellow eye and jagged spikes.

Death Burst. The gorgilk explodes when it dies. Dexterity Saving Throw: DC 10 (with disadvantage if the target is poisoned by the gorgilk), each creature in a 5-foot emanation originating from the gorgilk. First Failure: The target becomes restrained and repeats the save at the end of its next turn if it is still restrained, ending the effect on itself on a success. Second Failure: The target becomes petrified instead for 1d4 days. Success or Effect Ends: The target becomes immune to this effect for 24 hours.

Familiar. The gorgilk can serve another creature as a familiar.

Standing Leap. The gorgilk's long jump is up to 10 feet, and its high jump is up to 5 feet with or without a running start.

ACTIONS

Spit. Ranged Weapon Attack: +2, reach 10/30 ft. Hit: 1 acid damage, and the target’s speed is reduced by 5 feet until the end of its next turn.

REACTIONS

Stench Glands. Trigger: A creature within 5 feet of the gorgilk that it can see targets it with an attack. Response - Constitution Saving Throw: DC 11, the attacker. Failure: The target becomes poisoned until the end of its turn.

Gorgilk

Small • Monstrosity • Unaligned

Armor Class 15

Hit Points 39 (6d6 + 18)

Speed 20 ft., climb 20 ft.

Initiative -1 (9)

STRDEXCONINTWISCHA
6 (-2)8 (-1)16 (+3)1 (-5)8 (-1)4 (-3)

Condition Immunities petrified, poisoned

Senses passive Perception 9

Languages

CR 2 (XP 450, PB +2)

A squat, black-scaled amphibious monster with a single large yellow eye and jagged spikes.

Death Burst. The gorgilk explodes when it dies. Dexterity Saving Throw: DC 13 (with disadvantage if the target is poisoned by the gorgilk), each creature in a 5-foot emanation originating from the gorgilk. First Failure: The target becomes restrained and repeats the save at the end of its next turn if it is still restrained, ending the effect on itself on a success. Second Failure: The target becomes petrified instead for 1d4 days.

Familiar. The gorgilk can serve another creature as a familiar.

Standing Leap. The gorgilk's long jump is up to 10 feet, and its high jump is up to 5 feet with or without a running start.

ACTIONS

Multiattack. The gorgilk makes two Spit attacks.

Spit. Ranged Weapon Attack: +5, range 20/40 ft. Hit: 9 (2d8) acid damage, and the target’s speed is reduced by 10 feet until the end of its next turn.

REACTIONS

Stench Glands. Trigger: A creature within 5 feet of the gorgilk that it can see targets it with an attack. Response - Constitution Saving Throw: DC 13, the attacker. Failure: The target becomes poisoned until the end of its turn.

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.