Nuluntiq Pearlskin

Small • Aberration • Chaotic Neutral

Armor Class 16

Hit Points 71 (11d6 + 33)

Speed 10 ft., swim 30 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
10 (+0)14 (+2)16 (+3)13 (+1)16 (+3)9 (−1)

Skills Insight +5, Nature +3

Damage Resistances poison

Senses darkvision 60 ft., passive Perception 13

Languages Deep Speech

CR 4 (XP 1,100; PB +2)

A pale, aquatic creature with a serpentine body, clawed arms, and crystalline bubbles growing from its back.

Amphibious. The nuluntiq can breathe air and water.

Living Conduit. An allied Aberration can cast spells with a range of Touch using the nuluntiq as a vessel, provided that the Aberration is within 60 feet of the nuluntiq.

Pack Magic Resistance. The nuluntiq has advantage on saving throws against spells and other magical effects if at least one of the nuluntiq's allies is within 5 feet of it and the ally isn't incapacitated.

ACTIONS

Multiattack. The nuluntiq makes two Claw attacks and uses its Pearl Ray Barrage once.

Claw. Melee Weapon Attack: +4, reach 5 feet. Hit: 6 (1d8 + 2) slashing damage.

Pearl Ray Barrage. Constitution Saving Throw: DC 13, one creature within 60 feet of the nuluntiq that it can see. Failure: 15 (6d4) radiant damage. Success: Half damage.

Scintillation (1/Day). Wisdom Saving Throw: DC 13, each creature (except nuluntiqs) in a 15-foot emanation (30-foot emanation while underwater) originating from the nuluntiq that can see it. Failure: The target becomes stunned until the end of its turn.

BONUS ACTIONS

Veil. The nuluntiq chooses a willing creature other than itself within 30 feet of it that is submerged in water that it can see. The target becomes invisible until it attacks, casts a spell, or takes damage. The effect otherwise lasts for 1 minute.

REACTIONS

Transfer Pain. Trigger: The nuluntiq takes damage. Response: The nuluntiq transfers the damage to another willing nuluntiq within 30 feet of it.

Nuluntiq Pearlskin

Small • Aberration • Chaotic Neutral

Armor Class 15

Hit Points 33 (6d6 + 12)

Speed 10 ft., swim 30 ft.

Initiative +1 (11)

STRDEXCONINTWISCHA
8 (-1)12 (+1)14 (+2)11 (+0)14 (+2)9 (−1)

Skills Insight +4, Nature +2

Damage Resistances poison

Senses darkvision 60 ft., passive Perception 12

Languages Deep Speech

CR 1 (XP 200; PB +2)

A pale, aquatic creature with a serpentine body, clawed arms, and crystalline bubbles growing from its back.

Amphibious. The nuluntiq can breathe air and water.

Living Conduit. An allied Aberration can cast spells with a range of Touch using the nuluntiq as a vessel, provided that the Aberration is within 60 feet of the nuluntiq.

Pack Magic Resistance. The nuluntiq has advantage on saving throws against spells and other magical effects if at least one of the nuluntiq's allies is within 5 feet of it and the ally isn't incapacitated.

ACTIONS

Multiattack. The nuluntiq makes one Claw attacks and uses its Pearl Ray Barrage once.

Claw. Melee Weapon Attack: +3, reach 5 feet. Hit: 4 (1d6 + 1) slashing damage.

Pearl Ray Barrage. Constitution Saving Throw: DC 12, one creature within 60 feet of the nuluntiq that it can see. Failure: 10 (4d4) radiant damage. Success: Half damage.

Scintillation (1/Day). Wisdom Saving Throw: DC 12, each creature (except nuluntiqs) in a 10-foot emanation (20-foot emanation while underwater) originating from the nuluntiq that can see it. Failure: The target becomes stunned until the end of its turn.

BONUS ACTIONS

Veil (2/Day). The nuluntiq chooses a willing creature other than itself within 30 feet of it that is submerged in water that it can see. The target becomes invisible until it attacks, casts a spell, or takes damage. The effect otherwise lasts for 1 minute.

REACTIONS

Transfer Pain. Trigger: The nuluntiq takes damage. Response: The nuluntiq transfers the damage to another willing nuluntiq within 30 feet of it.

Nuluntiq Pearlskin

Small • Aberration • Chaotic Neutral

Armor Class 17

Hit Points 120 (16d6 + 64)

Speed 10 ft., swim 30 ft.

Initiative +3 (13)

STRDEXCONINTWISCHA
10 (+0)16 (+3)18 (+4)15 (+2)18 (+4)9 (−1)

Skills Insight +7, Nature +5

Damage Resistances poison

Senses darkvision 60 ft., passive Perception 14

Languages Deep Speech

CR 7 (XP 2,900; PB +3)

A pale, aquatic creature with a serpentine body, clawed arms, and crystalline bubbles growing from its back.

Amphibious. The nuluntiq can breathe air and water.

Living Conduit. An allied Aberration can cast spells with a range of Touch using the nuluntiq as a vessel, provided that the Aberration is within 60 feet of the nuluntiq.

Pack Magic Resistance. The nuluntiq has advantage on saving throws against spells and other magical effects if at least one of the nuluntiq's allies is within 5 feet of it and the ally isn't incapacitated.

ACTIONS

Multiattack. The nuluntiq makes two Claw attacks and uses its Pearl Ray Barrage once.

Claw. Melee Weapon Attack: +6, reach 5 feet. Hit: 12 (2d8 + 3) slashing damage.

Pearl Ray Barrage. Constitution Saving Throw: DC 15, one creature within 60 feet of the nuluntiq that it can see. Failure: 21 (6d6) radiant damage. Success: Half damage.

Scintillation (2/Day). Wisdom Saving Throw: DC 15, each creature (except nuluntiqs) in a 15-foot emanation (30-foot emanation while underwater) originating from the nuluntiq that can see it. Failure: The target becomes stunned until the end of its turn.

BONUS ACTIONS

Veil. The nuluntiq chooses a willing creature other than itself within 30 feet of it that is submerged in water that it can see. The target becomes invisible until it attacks, casts a spell, or takes damage. The effect otherwise lasts for 1 minute.

REACTIONS

Transfer Pain. Trigger: The nuluntiq takes damage. Response: The nuluntiq transfers the damage to another willing nuluntiq within 30 feet of 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.