Mirebrute
Large • Ooze • Unaligned
Armor Class 13
Hit Points 123 (13d10 + 52)
Speed 30 ft., swim 30 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 10 (+0) | 19 (+4) | 4 (−3) | 9 (−1) | 4 (−3) |
Damage Resistances acid, cold, fire
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, restrained
Senses blindsight 60 ft., passive Perception 9
Languages –
CR 8 (XP 3,900; PB +3)

Amorphous. The mirebrute can move through a Tiny space without squeezing.
Mud Glide. The mirebrute can move through mud and is unaffected by difficult terrain caused by mud. While doing so, the mirebrute doesn't disturb the material it moves through.
Unusual Nature. The mirebrute doesn't require air or sleep.
ACTIONS
Multiattack. The mirebrute makes two attacks, using Sludge Caw and Grappling Slam in any combination.
Sludge Claw. Melee Weapon Attack: +8, reach 5 ft. Hit: 14 (2d8 + 5) slashing damage plus 10 (3d6) acid damage.
Grappling Slam. Melee Weapon Attack: +8, reach 5 ft. Hit: 15 (3d6 + 5) bludgeoning damage, and the target is grappled (escape DC 16). While grappled this way, the target is restrained.
BONUS ACTIONS
Absorb Mud (1/Day). The mirebrute regains 3 (1d6) hit points for each 5-foot space in a 10-foot emanation of it that contains mud, mire, or similar swamp. A creature standing in such a space is knocked prone.
Mirebrute
Large • Ooze • Unaligned
Armor Class 12
Hit Points 93 (11d10 + 33)
Speed 30 ft., swim 30 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 10 (+0) | 17 (+3) | 4 (−3) | 9 (−1) | 4 (−3) |
Damage Resistances acid, cold, fire
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, restrained
Senses blindsight 60 ft., passive Perception 9
Languages –
CR 5 (XP 1,800; PB +3)

Amorphous. The mirebrute can move through a Tiny space without squeezing.
Mud Glide. The mirebrute can move through mud and is unaffected by difficult terrain caused by mud. While doing so, the mirebrute doesn't disturb the material it moves through.
Unusual Nature. The mirebrute doesn't require air or sleep.
ACTIONS
Multiattack. The mirebrute makes two attacks, using Sludge Caw and Grappling Slam in any combination.
Sludge Claw. Melee Weapon Attack: +7, reach 5 ft. Hit: 8 (1d8 + 4) slashing damage plus 10 (3d6) acid damage.
Grappling Slam. Melee Weapon Attack: +7, reach 5 ft. Hit: 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 15). While grappled this way, the target is restrained.
BONUS ACTIONS
Absorb Mud (1/Day). The mirebrute regains 3 (1d6) hit points for each 5-foot space in a 5-foot emanation of it that contains mud, mire, or similar swamp. A creature standing in such a space is knocked prone.
Mirebrute
Large • Ooze • Unaligned
Armor Class 14
Hit Points 178 (17d10 + 85)
Speed 30 ft., swim 30 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 (+6) | 10 (+0) | 21 (+5) | 4 (−3) | 9 (−1) | 4 (−3) |
Damage Resistances acid, cold, fire
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, restrained
Senses blindsight 60 ft., passive Perception 9
Languages –
CR 11 (XP 7,200; PB +4)

Amorphous. The mirebrute can move through a Tiny space without squeezing.
Mud Glide. The mirebrute can move through mud and is unaffected by difficult terrain caused by mud. While doing so, the mirebrute doesn't disturb the material it moves through.
Unusual Nature. The mirebrute doesn't require air or sleep.
ACTIONS
Multiattack. The mirebrute makes two attacks, using Sludge Caw and Grappling Slam in any combination.
Sludge Claw. Melee Weapon Attack: +10, reach 5 ft. Hit: 24 (4d8 + 6) slashing damage plus 14 (4d6) acid damage.
Grappling Slam. Melee Weapon Attack: +10, reach 5 ft. Hit: 27 (5d6 + 6) bludgeoning damage, and the target is grappled (escape DC 18). While grappled this way, the target is restrained.
BONUS ACTIONS
Absorb Mud (1/Day). The mirebrute regains 7 (2d6) hit points for each 5-foot space in a 10-foot emanation of it that contains mud, mire, or similar swamp. A creature standing in such a space is knocked prone.
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.
