Mage Ruin

Large • Aberration • Chaotic Evil

Armor Class 14

Hit Points 136 (16d10 + 48)

Speed 10 ft., fly 30 ft. (hover)

Initiative +2 (12)

STRDEXCONINTWISCHA
17 (+3)14 (+2)16 (+3)11 (+0)14 (+2)12 (+1)

Skills Arcana +3, Perception +5

Damage Resistances force

Condition Immunities charmed, deafened, frightened, prone

Senses darkvision 60 ft., passive Perception 15

Languages Deep Speech

CR 8 (XP 3,900; PB +3)

Magic Sense. The ruin senses magic in a 150-foot emanation originating from it. This trait works like the detect magic spell but isn't magical itself.

Spell Absorption. The ruin has advantage on saving throws against spells. If it succeeds on such a saving throw, it gains temporary hit points equal to twice the spell's level.

ACTIONS

Multiattack. The ruin makes two Hook attacks. It can replace one of those attacks with a use of Arcane Drain or Spellcasting.

Hook. Melee Weapon Attack: +6, reach 5 ft. Hit: 25 (4d10 + 3) force damage. If the target is a Huge or smaller creature, it is grappled (escape DC 14).

Arcane Drain. Intelligence Saving Throw: DC 14, one creature grappled by it. Failure: 26 (4d12) force damage and the target loses its lowest-level unexpended spell slot. Until the effect ends, the target can't regain that spell slot through any means. Whenever the target finishes a long rest, it can choose not to regain any expended spell slots. If it does, this effect ends for one lost spell slot. Success: Half damage. Failure or Success: The target has disadvantage on the saving throw to maintain its concentration against this damage.

Spellcasting. The ruin casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 13):

At will: dispel magic, magic missile (level 3)

1/day: detect thoughts, slow

BONUS ACTIONS

Misty Step. The ruin casts misty step, using the same spellcasting ability as Spellcasting.

REACTIONS

Counterspell (Recharge 5-6). The ruin casts counterspell in response to the spell's trigger, using the same spellcasting ability as Spellcasting.

Mage Ruin

Large • Aberration • Chaotic Evil

Armor Class 13

Hit Points 82 (11d10 + 22)

Speed 10 ft., fly 30 ft. (hover)

Initiative +2 (12)

STRDEXCONINTWISCHA
15 (+2)14 (+2)14 (+2)11 (+0)12 (+1)12 (+1)

Skills Arcana +2, Perception +4

Damage Resistances force

Condition Immunities charmed, deafened, frightened, prone

Senses darkvision 60 ft., passive Perception 14

Languages Deep Speech

CR 5 (XP 1,800; PB +3)

Magic Sense. The ruin senses magic in a 150-foot emanation originating from it. This trait works like the detect magic spell but isn't magical itself.

Spell Absorption. The ruin has advantage on saving throws against spells. If it succeeds on such a saving throw, it gains temporary hit points equal to twice the spell's level.

ACTIONS

Multiattack. The ruin makes two Hook attacks. It can replace one of those attacks with a use of Arcane Drain or Spellcasting.

Hook. Melee Weapon Attack: +5, reach 5 ft. Hit: 15 (3d8 + 2) force damage. If the target is a Huge or smaller creature, it is grappled (escape DC 13).

Arcane Drain. Intelligence Saving Throw: DC 13, one creature grappled by it. Failure: 16 (3d10) force damage and the target loses its lowest-level unexpended spell slot. Until the effect ends, the target can't regain that spell slot through any means. Whenever the target finishes a long rest, it can choose not to regain any expended spell slots. If it does, this effect ends for one lost spell slot. Success: Half damage. Failure or Success: The target has disadvantage on the saving throw to maintain its concentration against this damage.

Spellcasting. The ruin casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 12):

At will: dispel magic, magic missile

1/day: detect thoughts, slow

BONUS ACTIONS

Misty Step. The ruin casts misty step, using the same spellcasting ability as Spellcasting.

REACTIONS

Counterspell (Recharge 6). The ruin casts counterspell in response to the spell's trigger, using the same spellcasting ability as Spellcasting.

Mage Ruin

Large • Aberration • Chaotic Evil

Armor Class 15

Hit Points 190 (20d10 + 80)

Speed 10 ft., fly 30 ft. (hover)

Initiative +2 (12)

STRDEXCONINTWISCHA
19 (+4)14 (+2)18 (+4)11 (+0)16 (+3)12 (+1)

Skills Arcana +5, Perception +7

Damage Resistances force

Condition Immunities charmed, deafened, frightened, prone

Senses darkvision 60 ft., passive Perception 17

Languages Deep Speech

CR 11 (XP 7,200; PB +4)

Magic Sense. The ruin senses magic in a 150-foot emanation originating from it. This trait works like the detect magic spell but isn't magical itself.

Spell Absorption. The ruin has advantage on saving throws against spells. If it succeeds on such a saving throw, it gains temporary hit points equal to twice the spell's level.

ACTIONS

Multiattack. The ruin makes two Hook attacks. It can replace one of those attacks with a use of Arcane Drain or Spellcasting.

Hook. Melee Weapon Attack: +8, reach 5 ft. Hit: 35 (7d8 + 4) force damage. If the target is a Huge or smaller creature, it is grappled (escape DC 16).

Arcane Drain. Intelligence Saving Throw: DC 14, one creature grappled by it. Failure: 39 (6d12) force damage and the target loses its lowest-level unexpended spell slot. Until the effect ends, the target can't regain that spell slot through any means. Whenever the target finishes a long rest, it can choose not to regain any expended spell slots. If it does, this effect ends for one lost spell slot. Success: Half damage. Failure or Success: The target has disadvantage on the saving throw to maintain its concentration against this damage.

Spellcasting. The ruin casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 15):

At will: dispel magic, magic missile (level 5)

2/day: detect thoughts, slow

BONUS ACTIONS

Misty Step. The ruin casts misty step, using the same spellcasting ability as Spellcasting.

REACTIONS

Counterspell (Recharge 5-6). The ruin casts counterspell in response to the spell's trigger, using the same spellcasting ability as Spellcasting.

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.