Mliopgni

Gargantuan • Aberration • Unaligned

Armor Class 18

Hit Points 261 (18d20 + 72)

Speed 40 ft., burrow 40 ft., climb 40 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
24 (+7)14 (+2)19 (+4)4 (−3)14 (+2)8 (−1)

Saving Throws Str +12, Con +9

Skills Perception +7

Condition Immunities charmed, frightened (while bloodied)

Senses darkvision 120 ft., tremorsense 300 ft., passive Perception 17

Languages

CR 13 (XP 10,000; PB +5)

A twisted, serpentine beast with jagged limbs, glowing orange eyes, and a sinister grin.

Bloodied - Mindless Hunger. While bloodied, the mliopgni becomes immune to being charmed or frightened, and it makes one additional Claw attack as part of its Multiattack.

Sensitive Feelers. When the mliopgni takes psychic damage, it has disadvantage on its next attack roll.

Spider Climb. The mliopgni can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Tunneler. The mliopgni can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

ACTIONS

Multiattack. The mliopgni makes two Claw attacks and uses its Stabbing Constrict once.

Claw. Melee Weapon Attack: +12, reach 15 feet. Hit: 26 (3d12 + 7) slashing damage.

Stabbing Constrict. Strength Saving Throw: DC 20, one Huge or smaller creature the mliopgni can see within 5 feet. Failure: The target becomes grappled (escape DC 20). While grappled this way, the target is restrained, the mliopgni can't use Stabbing Constrict on another target. and at the start of each of the target’s turns, it takes 22 (4d10) piercing damage.

BONUS ACTIONS

Neural Sludge (2/Day). Intelligence Saving Throw: DC 17, each creature in a 10-foot-radius sphere centered on a point within 90 feet. Failure: The target becomes poisoned, has disadvantage on saving throws to maintain concentration, and moves in a random direction up to its speed at the start of each of its turns. The effects last for 1 minute. The target can repeat the saving throw at the end of its turn to end the effects.

REACTIONS

Thrashing Charge. Trigger: The mliopgni takes damage from a creature it can see that is farther away than 15 feet from the mliopgni. Response - Strength Saving Throw: DC 20, each creature in a 5-foot emanation orginating form the mliopgni. Failure: The target is knocked prone and pushed 5 feet away from the mliopgni. Failure or Success: The mliopgni moves up to its speed toward the creature that dealt damage to it.

Mliopgni

Gargantuan • Aberration • Unaligned

Armor Class 17

Hit Points 202 (15d20 + 45)

Speed 40 ft., burrow 40 ft., climb 40 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
22 (+6)12 (+1)17 (+3)4 (−3)12 (+1)8 (−1)

Saving Throws Str +10, Con +7

Skills Perception +5

Condition Immunities charmed, frightened (while bloodied)

Senses darkvision 120 ft., tremorsense 300 ft., passive Perception 15

Languages

CR 10 (XP 5,900; PB +4)

A twisted, serpentine beast with jagged limbs, glowing orange eyes, and a sinister grin.

Bloodied - Mindless Hunger. While bloodied, the mliopgni becomes immune to being charmed or frightened, and it makes one additional Claw attack as part of its Multiattack.

Sensitive Feelers. When the mliopgni takes psychic damage, it has disadvantage on its next attack roll.

Spider Climb. The mliopgni can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Tunneler. The mliopgni can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

ACTIONS

Multiattack. The mliopgni makes two Claw attacks and uses its Stabbing Constrict once.

Claw. Melee Weapon Attack: +10, reach 15 feet. Hit: 19 (2d12 + 6) slashing damage.

Stabbing Constrict. Strength Saving Throw: DC 18, one Huge or smaller creature the mliopgni can see within 5 feet. Failure: The target becomes grappled (escape DC 18). While grappled this way, the target is restrained, the mliopgni can't use Stabbing Constrict on another target. and at the start of each of the target’s turns, it takes 16 (3d10) piercing damage.

BONUS ACTIONS

Neural Sludge (1/Day). Intelligence Saving Throw: DC 15, each creature in a 10-foot-radius sphere centered on a point within 60 feet. Failure: The target becomes poisoned, has disadvantage on saving throws to maintain concentration, and moves in a random direction up to its speed at the start of each of its turns. The effects last for 1 minute. The target can repeat the saving throw at the end of its turn to end the effects.

REACTIONS

Thrashing Charge. Trigger: The mliopgni takes damage from a creature it can see that is farther away than 15 feet from the mliopgni. Response - Strength Saving Throw: DC 18, each creature in a 5-foot emanation orginating form the mliopgni. Failure: The target is knocked prone and pushed 5 feet away from the mliopgni. Failure or Success: The mliopgni moves up to its speed toward the creature that dealt damage to it.

Mliopgni

Gargantuan • Aberration • Unaligned

Armor Class 19

Hit Points 325 (21d20 + 105)

Speed 40 ft., burrow 40 ft., climb 40 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
26 (+8)16 (+3)21 (+5)4 (−3)16 (+3)8 (−1)

Saving Throws Str +13, Con +10

Skills Perception +8

Condition Immunities charmed, frightened (while bloodied)

Senses darkvision 120 ft., tremorsense 300 ft., passive Perception 18

Languages

CR 16 (XP 15,000; PB +5)

A twisted, serpentine beast with jagged limbs, glowing orange eyes, and a sinister grin.

Bloodied - Mindless Hunger. While bloodied, the mliopgni becomes immune to being charmed or frightened, and it makes one additional Claw attack as part of its Multiattack.

Sensitive Feelers. When the mliopgni takes psychic damage, it has disadvantage on its next attack roll.

Spider Climb. The mliopgni can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Tunneler. The mliopgni can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

ACTIONS

Multiattack. The mliopgni makes two Claw attacks and uses its Stabbing Constrict once.

Claw. Melee Weapon Attack: +13, reach 15 feet. Hit: 34 (4d12 + 8) slashing damage.

Stabbing Constrict. Strength Saving Throw: DC 21, one Huge or smaller creature the mliopgni can see within 5 feet. Failure: The target becomes grappled (escape DC 21). While grappled this way, the target is restrained, the mliopgni can't use Stabbing Constrict on another target. and at the start of each of the target’s turns, it takes 27 (5d10) piercing damage.

BONUS ACTIONS

Neural Sludge (2/Day). Intelligence Saving Throw: DC 18, each creature in a 10-foot-radius sphere centered on a point within 90 feet. Failure: The target becomes poisoned, has disadvantage on saving throws to maintain concentration, and moves in a random direction up to its speed at the start of each of its turns. The effects last for 1 minute. The target can repeat the saving throw at the end of its turn to end the effects.

REACTIONS

Thrashing Charge. Trigger: The mliopgni takes damage from a creature it can see that is farther away than 15 feet from the mliopgni. Response - Strength Saving Throw: DC 21, each creature in a 5-foot emanation orginating form the mliopgni. Failure: The target is knocked prone and pushed 5 feet away from the mliopgni. Failure or Success: The mliopgni moves up to its speed toward the creature that dealt damage to it.

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.