Mawlor

Large • Fiend (Demon) • Chaotic Evil

Armor Class 16

Hit Points 123 (13d10 + 52)

Speed 30 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
19 (+4)10 (+0)19 (+4)7 (−2)8 (−1)10 (+0)

Damage Resistances cold, fire, lightning

Damage Immunities poison

Condition Immunities poisoned

Senses blindsight 60 ft., passive Perception 9

Languages Abyssal, telepathy 60 ft.

CR 9 (XP 5,000; PB +4)

A hulking pale monster covered in horns and open maws, with teeth and tongues emerging from its body.

Magic Resistance. The mawlor has advantage on saving throws against spells and other magical effects.

Ravenous Killer. Constitution Saving Throw: DC 16, a creature reduced to 0 hit points by the mawlor. Failure: The creature dies and loses one random body part.

ACTIONS

Multiattack. The mawlor makes two Rend attacks.

Rend. Melee Weapon Attack: +8, reach 5 ft. Hit: 22 (4d8 + 4) slashing damage, and the target is grappled (escape DC 16).

Bile. Ranged Weapon Attack: +9, range 30 ft. Hit: 32 (5d12) acid damage.

BONUS ACTIONS

Hunger Rush. The mawlor uses the Dash action to move towards a hostile creature.

Many Maws. Constitution Saving Throw: DC 16, each creature grappled by the mawlor. Failure: 17 (5d6) piercing damage. Success: Half damage.

Mawlor

Large • Fiend (Demon) • Chaotic Evil

Armor Class 15

Hit Points 93 (11d10 + 33)

Speed 30 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
17 (+3)10 (+0)17 (+3)7 (−2)8 (−1)10 (+0)

Damage Resistances cold, fire, lightning

Damage Immunities poison

Condition Immunities poisoned

Senses blindsight 60 ft., passive Perception 9

Languages Abyssal, telepathy 60 ft.

CR 6 (XP 2,300; PB +3)

A hulking pale monster covered in horns and open maws, with teeth and tongues emerging from its body.

Magic Resistance. The mawlor has advantage on saving throws against spells and other magical effects.

Ravenous Killer. Constitution Saving Throw: DC 14, a creature reduced to 0 hit points by the mawlor. Failure: The creature dies and loses one random body part.

ACTIONS

Multiattack. The mawlor makes two Rend attacks.

Rend. Melee Weapon Attack: +6, reach 5 ft. Hit: 13 (3d6 + 3) slashing damage, and the target is grappled (escape DC 14).

Bile. Ranged Weapon Attack: +7, range 30 ft. Hit: 26 (4d12) acid damage.

BONUS ACTIONS

Hunger Rush. The mawlor uses the Dash action to move towards a hostile creature.

Many Maws. Constitution Saving Throw: DC 14, each creature grappled by the mawlor. Failure: 13 (3d8) piercing damage. Success: Half damage.

Mawlor

Large • Fiend (Demon) • Chaotic Evil

Armor Class 17

Hit Points 189 (18d10 + 90)

Speed 30 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
21 (+5)10 (+0)21 (+5)7 (−2)8 (−1)10 (+0)

Damage Resistances cold, fire, lightning

Damage Immunities poison

Condition Immunities poisoned

Senses blindsight 60 ft., passive Perception 9

Languages Abyssal, telepathy 60 ft.

CR 12 (XP 8,400; PB +4)

A hulking pale monster covered in horns and open maws, with teeth and tongues emerging from its body.

Magic Resistance. The mawlor has advantage on saving throws against spells and other magical effects.

Ravenous Killer. Constitution Saving Throw: DC 17, a creature reduced to 0 hit points by the mawlor. Failure: The creature dies and loses one random body part.

ACTIONS

Multiattack. The mawlor makes two Rend attacks.

Rend. Melee Weapon Attack: +9, reach 5 ft. Hit: 27 (5d8 + 5) slashing damage, and the target is grappled (escape DC 17).

Bile. Ranged Weapon Attack: +10, range 30 ft. Hit: 39 (6d12) acid damage.

BONUS ACTIONS

Hunger Rush. The mawlor uses the Dash action to move towards a hostile creature.

Many Maws. Constitution Saving Throw: DC 17, each creature grappled by the mawlor. Failure: 21 (6d6) piercing damage. 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.