Klathul
Large • Aberration • Chaotic Evil
Armor Class 16
Hit Points 144 (17d10 + 51)
Speed 40 ft.
Initiative +6 (16)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 14 (+2) | 17 (+3) | 8 (-1) | 16 (+3) | 9 (-1) |
Skills Athletics +8, Perception +10
Damage Resistances acid, poison
Senses darkvision 120 ft., passive Perception 20
Languages -
CR 9 (XP 5,000; PB +4)

ACTIONS
Multiattack. The klathul makes three attacks: one Corroding Bite, one Snake Tail, and one Tentacle Mane.
Corroding Bite. Melee Weapon Attack: +8, reach 5 ft. Hit: 28 (4d12 + 4) acid damage. If the target wears armor, it takes a -1 penalty to the AC it offers. Armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the mending spell on the armor.
Snake Tail. Melee Weapon Attack: +8, reach 10 ft. Hit: 11 (2d6 + 4) poison damage, and the target is poisoned until the end of its next turn.
Tentacle Mane. Melee Weapon Attack: +8, reach 5 ft. Hit: 19 (6d4 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 16).
BONUS ACTIONS
Pain Suppression Gaze. Wisdom Saving Throw: DC 15, each creature in a 30-foot cone that the klathul can see. Failure: The target’s hit points maximum is reduced to 1. It then gains temporary hit points equal to any actual hit points lost this way. While the target has these temporary hit points, it doesn't feel any pain, and attack rolls against it have advantage. The temporary hit points last for 1 hour. When all temporary hit points are lost, the target regains its original hit point maximum. Success or Effect Ends: The target becomes immune to this effect for 24 hours.
Klathul
Large • Aberration • Chaotic Evil
Armor Class 15
Hit Points 105 (14d10 + 28)
Speed 40 ft.
Initiative +4 (14)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 12 (+1) | 15 (+2) | 8 (-1) | 14 (+2) | 9 (-1) |
Skills Athletics +6, Perception +8
Damage Resistances acid, poison
Senses darkvision 120 ft., passive Perception 18
Languages -
CR 6 (XP 2.300; PB +3)

ACTIONS
Multiattack. The klathul makes three attacks: one Corroding Bite, one Snake Tail, and one Tentacle Mane.
Corroding Bite. Melee Weapon Attack: +6, reach 5 ft. Hit: 22 (3d12 + 3) acid damage. If the target wears armor, it takes a -1 penalty to the AC it offers. Armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the mending spell on the armor.
Snake Tail. Melee Weapon Attack: +6, reach 10 ft. Hit: 6 (1d6 + 3) poison damage, and the target is poisoned until the end of its next turn.
Tentacle Mane. Melee Weapon Attack: +6, reach 5 ft. Hit: 13 (4d4 + 3) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 14).
BONUS ACTIONS
Pain Suppression Gaze. Wisdom Saving Throw: DC 13, each creature in a 30-foot cone that the klathul can see. Failure: The target’s hit points maximum is reduced to 1. It then gains temporary hit points equal to any actual hit points lost this way. While the target has these temporary hit points, it doesn't feel any pain, and attack rolls against it have advantage. The temporary hit points last for 1 hour. When all temporary hit points are lost, the target regains its original hit point maximum. Success or Effect Ends: The target becomes immune to this effect for 24 hours.
Klathul
Large • Aberration • Chaotic Evil
Armor Class 17
Hit Points 190 (20d10 + 80)
Speed 40 ft.
Initiative +7 (17)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 16 (+3) | 19 (+4) | 8 (-1) | 18 (+4) | 9 (-1) |
Skills Athletics +9, Perception +12
Damage Resistances acid, poison
Senses darkvision 120 ft., passive Perception 22
Languages -
CR 12 (XP 8.400; PB +4)

ACTIONS
Multiattack. The klathul makes three attacks: one Corroding Bite, one Snake Tail, and one Tentacle Mane.
Corroding Bite. Melee Weapon Attack: +9, reach 5 ft. Hit: 37 (5d12 + 5) acid damage. If the target wears armor, it takes a -1 penalty to the AC it offers. Armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the mending spell on the armor.
Snake Tail. Melee Weapon Attack: +9, reach 10 ft. Hit: 15 (3d6 + 5) poison damage, and the target is poisoned until the end of its next turn.
Tentacle Mane. Melee Weapon Attack: +9, reach 5 ft. Hit: 25 (8d4 + 5) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 17).
BONUS ACTIONS
Pain Suppression Gaze. Wisdom Saving Throw: DC 16, each creature in a 30-foot cone that the klathul can see. Failure: The target’s hit points maximum is reduced to 1. It then gains temporary hit points equal to any actual hit points lost this way. While the target has these temporary hit points, it doesn't feel any pain, and attack rolls against it have advantage. The temporary hit points last for 1 hour. When all temporary hit points are lost, the target regains its original hit point maximum. Success or Effect Ends: The target becomes immune to this effect for 24 hours.
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.
