Larsp
Large • Beast • Unaligned
Armor Class 16
Hit Points 135 (18d10 + 36)
Speed 30 ft., fly 40 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 17 (+3) | 15 (+2) | 2 (-4) | 11 (+0) | 8 (-1) |
Damage Resistances fire
Condition Immunities deafened
Senses darkvision 60 ft., passive Perception 10
Languages –
CR 7 (XP 2,900; PB +3)

Cold Stupor. When the larsp takes cold damage, it makes one Rend attack less as part of its Multiattack, and its speed is reduced by 10 feet until the end of its next turn.
Noisy Wings. While flying, creatures within 5 feet of the larsp are deafened.
ACTIONS
Multiattack. The larsp makes two Rend attacks and uses its Tail once. The larsp can replace both Rend attacks with a use of Heat Burst if available.
Rend. Melee Weapon Attack: +6, reach 5 ft. Hit: 16 (3d8 + 3) slashing damage.
Tail. Strength Saving Throw: DC 14, one Medium or smaller creature the larsp can see within 5 feet. Failure: 10 (2d6 + 3) bludgeoning damage, and the target has the grappled condition (escape DC 14). While grappled this way, the target is restrained and the larsp can't target another creature with this attack.
Heat Burst (Recharge 5-6). Constitution Saving Throw: DC 13, each creature in a 10-foot emanation originating from the larsp. Creatures with resistance to fire damage are immune to this effect. Failure: 21 (6d6) fire damage, and the target has disadvantage on its attack and ability checks until the end of its next turn. Success: Half damage.
Larsp
Large • Beast • Unaligned
Armor Class 15
Hit Points 84 (13d10 + 13)
Speed 30 ft., fly 40 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 15 (+2) | 13 (+1) | 2 (-4) | 10 (+0) | 8 (-1) |
Damage Resistances fire
Condition Immunities deafened
Senses darkvision 60 ft., passive Perception 10
Languages –
CR 4 (XP 1,100; PB +2)

Cold Stupor. When the larsp takes cold damage, it makes one Rend attack less as part of its Multiattack, and its speed is reduced by 10 feet until the end of its next turn.
Noisy Wings. While flying, creatures within 5 feet of the larsp are deafened.
ACTIONS
Multiattack. The larsp makes two Rend attacks and uses its Tail once.
Rend. Melee Weapon Attack: +4, reach 5 ft. Hit: 11 (2d8 + 2) slashing damage.
Tail. Strength Saving Throw: DC 12, one Medium or smaller creature the larsp can see within 5 feet. Failure: 5 (1d6 + 2) bludgeoning damage, and the target has the grappled condition (escape DC 12). While grappled this way, the target is restrained and the larsp can't target another creature with this attack.
Heat Burst (Recharge 5-6). Constitution Saving Throw: DC 11, each creature in a 5-foot emanation originating from the larsp. Creatures with resistance to fire damage are immune to this effect. Failure: 14 (4d6) fire damage, and the target has disadvantage on its attack and ability checks until the end of its next turn. Success: Half damage.
Larsp
Large • Beast • Unaligned
Armor Class 17
Hit Points 187 (22d10 + 66)
Speed 30 ft., fly 40 ft.
Initiative +4 (14)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 19 (+4) | 17 (+3) | 2 (-4) | 12 (+1) | 8 (-1) |
Damage Resistances fire
Condition Immunities deafened
Senses darkvision 60 ft., passive Perception 11
Languages –
CR 10 (XP 5,900; PB +4)

Cold Stupor. When the larsp takes cold damage, it makes one Rend attack less as part of its Multiattack, and its speed is reduced by 10 feet until the end of its next turn.
Noisy Wings. While flying, creatures within 5 feet of the larsp are deafened.
ACTIONS
Multiattack. The larsp makes two Rend attacks and uses its Tail once. The larsp can replace both Rend attacks with a use of Heat Burst if available.
Rend. Melee Weapon Attack: +6, reach 5 ft. Hit: 22 (4d8 + 4) slashing damage.
Tail. Strength Saving Throw: DC 16, one Medium or smaller creature the larsp can see within 5 feet. Failure: 14 (3d6 + 4) bludgeoning damage, and the target has the grappled condition (escape DC 16). While grappled this way, the target is restrained and the larsp can't target another creature with this attack.
Heat Burst (Recharge 5-6). Constitution Saving Throw: DC 15, each creature in a 10-foot emanation originating from the larsp. Creatures with resistance to fire damage are immune to this effect. Failure: 28 (8d6) fire damage, and the target has disadvantage on its attack and ability checks until the end of its next turn. Success: Half damage.
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.
