Grinmauch
Large • Fiend (Demon) • Chaotic Evil
Armor Class 16
Hit Points 123 (13d10 + 52)
Speed 40 ft., climb 40 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 17 (+3) | 18 (+4) | 13 (+1) | 16 (+3) | 16 (+3) |
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Abyssal; telepathy 120 ft.
CR 9 (XP 2,300; PB +4)

Adaptive Resilience. When the grinmauch takes damage of a type other than psychic or radiant, it gains resistance to that damage type until the start of its next turn. Further, any critical hit from those attacks becomes a normal hit.
Predatory Instincts. The grinmauch has advantage on attack rolls against creatures that are bloodied.
Regeneration. The grinmauch regains 10 hit points at the start of each of its turns. If the grinmauch takes psychic or radiant damage, this trait doesn't function on the grinmauch's next turn.
ACTIONS
Multiattack. The grinmauch makes three Rend attacks.
Rend. Melee Weapon Attack: +8, reach 10 ft. Hit: 17 (3d8 + 4) slashing damage.
Reshaping Barrage. Dexterity Saving Throw: DC 16, each creature in a 15-foot emanation originating from the grinmauch. Failure: 31 (6d8 + 4) slashing damage. Success: Half damage. Failure or Success: Attack rolls against the grinmauch have advantage until the start of its next turn.
REACTIONS
Impale. Trigger: A creature that the grinmauch can see moves within 10 feet of it. Response - Dexterity Saving Throw: DC 16. Failure: 13 (3d8) piercing damage, and the target's speed is reduced to 0 until the end of its turn.
Grinmauch
Large • Fiend (Demon) • Chaotic Evil
Armor Class 15
Hit Points 85 (10d10 + 30)
Speed 40 ft., climb 40 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 15 (+2) | 16 (+3) | 13 (+1) | 14 (+2) | 14 (+2) |
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Abyssal; telepathy 120 ft.
CR 6 (XP 2,300; PB +3)

Adaptive Resilience. When the grinmauch takes damage of a type other than psychic or radiant, it gains resistance to that damage type until the start of its next turn. Further, any critical hit from those attacks becomes a normal hit.
Predatory Instincts. The grinmauch has advantage on attack rolls against creatures that are bloodied.
Regeneration. The grinmauch regains 10 hit points at the start of each of its turns. If the grinmauch takes psychic or radiant damage, this trait doesn't function on the grinmauch's next turn.
ACTIONS
Multiattack. The grinmauch makes three Rend attacks.
Rend. Melee Weapon Attack: +6, reach 10 ft. Hit: 12 (2d8 + 3) slashing damage.
Reshaping Barrage. Dexterity Saving Throw: DC 14, each creature in a 10-foot emanation originating from the grinmauch. Failure: 25 (5d8 + 3) slashing damage. Success: Half damage. Failure or Success: Attack rolls against the grinmauch have advantage until the start of its next turn.
REACTIONS
Impale. Trigger: A creature that the grinmauch can see moves within 10 feet of it. Response - Dexterity Saving Throw: DC 14. Failure: 9 (2d8) piercing damage, and the target's speed is reduced to 0 until the end of its turn.
Grinmauch
Large • Fiend (Demon) • Chaotic Evil
Armor Class 17
Hit Points 189 (18d10 + 90)
Speed 40 ft., climb 40 ft.
Initiative +4 (14)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 19 (+4) | 20 (+5) | 13 (+1) | 18 (+4) | 18 (+4) |
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Abyssal; telepathy 120 ft.
CR 12 (XP 8,400; PB +4)

Adaptive Resilience. When the grinmauch takes damage of a type other than psychic or radiant, it gains resistance to that damage type until the start of its next turn. Further, any critical hit from those attacks becomes a normal hit.
Predatory Instincts. The grinmauch has advantage on attack rolls against creatures that are bloodied.
Regeneration. The grinmauch regains 10 hit points at the start of each of its turns. If the grinmauch takes psychic or radiant damage, this trait doesn't function on the grinmauch's next turn.
ACTIONS
Multiattack. The grinmauch makes three Rend attacks.
Rend. Melee Weapon Attack: +9, reach 10 ft. Hit: 23 (4d8 + 5) slashing damage.
Reshaping Barrage. Dexterity Saving Throw: DC 17, each creature in a 15-foot emanation originating from the grinmauch. Failure: 36 (7d8 + 5) slashing damage. Success: Half damage. Failure or Success: Attack rolls against the grinmauch have advantage until the start of its next turn.
REACTIONS
Impale. Trigger: A creature that the grinmauch can see moves within 10 feet of it. Response - Dexterity Saving Throw: DC 17. Failure: 18 (4d8) piercing damage, and the target's speed is reduced to 0 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.
