Nyathraan Queen
Large • Monstrosity • Lawful Evil
Armor Class 16
Hit Points 180 (19d10 + 76)
Speed 10 ft., fly 30 ft. (hover)
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 9 (-1) | 18 (+4) | 12 (+1) | 16 (+3) | 10 (+0) |
Skills Investigation +5, Nature +5, Perception +7
Damage Resistances acid, poison, radiant
Senses blindsight 30 ft., passive Perception 17
Languages Nyathraan, telepathy 60 ft.
CR 12 (XP 8,400 or 10,000 in lair; PB +4)

Legendary Resistance (1/Day, 2/Day in Lair). If the nyathraan fails a saving throw, it can choose to succeed instead.
Reflecting Carapace. When the nyathraan takes fire, lightning, or radiant damage, Constitution Saving Throw: DC 16, each creature in 10-foot emanation originating of the nyathraan. Failure: The target becomes blinded until the end of its next turn.
Shielded Eyes. The nyathraan has advantage on saving throws against being blinded.
ACTIONS
Multiattack. The nyathraan makes two attacks, using Scythe and Bio Pod in any combination.
Scythe. Melee Weapon Attack: +7, reach 5 ft. Hit: 13 (3d6 + 3) slashing damage.
Bio Pod. Constitution Saving Throw: DC 16, each creature in a 5-foot-radius originating from a point within 60 feet of the nyathraan that it can see. Failure: 9 (2d8) radiant damage.
Dominating Pheromones (Recharges 6). Wisdom Saving Throw: DC 16, one creature within 20 feet of the nyathraan. Failure: The target becomes charmed for 1 minute. While charmed, the nyathraan precisely controls what the creature does on its turns. Whenever the creature takes damage, it can repeat the saving throw, ending the effect on a success. Success or Effect Ends: The target becomes immune to this ability for 1 hour.
LEGENDARY ACTIONS
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the nyathraan can expend a use to take one of the following actions. The nyathraan regains all expended uses at the start of each of its turns.
Scythe. The nyathraan makes one Scythe attack.
Invigorating Pheromones. One willing creature within 20 feet of the nyathraan gains 7 (2d6) temporary hit points and can use its reaction to either move up its speed or make one melee attack.
Locust. Constitution Saving Throw: DC 16, each creature in a 15-foot emanation (except nyathraans). Failure: 15 (6d4) piercing damage. Success: Half damage. Failure or Success: One swarm of insects (damage resistance against acid and radiant) manifests in the space of one creature who has taken damage from this ability. The insects die after 1 minute and act as allies to all nyathraans. Further, the nyathraan can’t take this action again until the start of its next turn.
Nyathraan Queen
Large • Monstrosity • Lawful Evil
Armor Class 15
Hit Points 127 (15d10 + 45)
Speed 10 ft., fly 30 ft. (hover)
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 9 (-1) | 16 (+3) | 10 (+0) | 14 (+2) | 10 (+0) |
Skills Investigation +4, Nature +4, Perception +6
Damage Resistances acid, poison, radiant
Senses blindsight 30 ft., passive Perception 16
Languages Nyathraan, telepathy 60 ft.
CR 9 (XP 5,000 or 5,900 in lair; PB +4)

Legendary Resistance (1/Day, 2/Day in Lair). If the nyathraan fails a saving throw, it can choose to succeed instead.
Reflecting Carapace. When the nyathraan takes fire, lightning, or radiant damage, Constitution Saving Throw: DC 15, each creature in 10-foot emanation originating of the nyathraan. Failure: The target becomes blinded until the end of its next turn.
Shielded Eyes. The nyathraan has advantage on saving throws against being blinded.
ACTIONS
Multiattack. The nyathraan makes two attacks, using Scythe and Bio Pod in any combination.
Scythe. Melee Weapon Attack: +6, reach 5 ft. Hit: 9 (2d6 + 2) slashing damage.
Bio Pod. Constitution Saving Throw: DC 15, each creature in a 5-foot-radius originating from a point within 60 feet of the nyathraan that it can see. Failure: 4 (1d8) radiant damage.
Dominating Pheromones (Recharges after a Rest). Wisdom Saving Throw: DC 15, one creature within 20 feet of the nyathraan. Failure: The target becomes charmed for 1 minute. While charmed, the nyathraan precisely controls what the creature does on its turns. Whenever the creature takes damage, it can repeat the saving throw, ending the effect on a success. Success or Effect Ends: The target becomes immune to this ability for 1 hour.
LEGENDARY ACTIONS
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the nyathraan can expend a use to take one of the following actions. The nyathraan regains all expended uses at the start of each of its turns.
Scythe. The nyathraan makes one Scythe attack.
Invigorating Pheromones. One willing creature within 20 feet of the nyathraan gains 3 (1d6) temporary hit points and can use its reaction to either move up its speed or make one melee attack.
Locust. Constitution Saving Throw: DC 15, each creature in a 15-foot emanation (except nyathraans). Failure: 10 (4d4) piercing damage. Success: Half damage. Failure or Success: One swarm of insects (damage resistance against acid and radiant) manifests in the space of one creature who has taken damage from this ability. The insects die after 1 minute and act as allies to all nyathraans. Further, the nyathraan can’t take this action again until the start of its next turn.
Nyathraan Queen
Large • Monstrosity • Lawful Evil
Armor Class 17
Hit Points 180 (19d10 + 76)
Speed 10 ft., fly 30 ft. (hover)
Initiative +4 (14)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 9 (-1) | 20 (+5) | 14 (+2) | 18 (+4) | 12 (+1) |
Skills Investigation +7, Nature +7, Perception +9
Damage Resistances acid, poison, radiant
Senses blindsight 30 ft., passive Perception 19
Languages Nyathraan, telepathy 60 ft.
CR 15 (XP 13,000 or 15,000 in lair; PB +5)

Legendary Resistance (1/Day, 2/Day in Lair). If the nyathraan fails a saving throw, it can choose to succeed instead.
Reflecting Carapace. When the nyathraan takes fire, lightning, or radiant damage, Constitution Saving Throw: DC 18, each creature in 10-foot emanation originating of the nyathraan. Failure: The target becomes blinded until the end of its next turn.
Shielded Eyes. The nyathraan has advantage on saving throws against being blinded.
ACTIONS
Multiattack. The nyathraan makes two attacks, using Scythe and Bio Pod in any combination.
Scythe. Melee Weapon Attack: +9, reach 5 ft. Hit: 18 (4d6 + 4) slashing damage.
Bio Pod. Constitution Saving Throw: DC 18, each creature in a 5-foot-radius originating from a point within 60 feet of the nyathraan that it can see. Failure: 13 (3d8) radiant damage.
Dominating Pheromones (Recharges 5-6). Wisdom Saving Throw: DC 18, one creature within 20 feet of the nyathraan. Failure: The target becomes charmed for 1 minute. While charmed, the nyathraan precisely controls what the creature does on its turns. Whenever the creature takes damage, it can repeat the saving throw, ending the effect on a success. Success or Effect Ends: The target becomes immune to this ability for 1 hour.
LEGENDARY ACTIONS
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the nyathraan can expend a use to take one of the following actions. The nyathraan regains all expended uses at the start of each of its turns.
Scythe. The nyathraan makes one Scythe attack.
Invigorating Pheromones. One willing creature within 20 feet of the nyathraan gains 10 (3d6) temporary hit points and can use its reaction to either move up its speed or make one melee attack.
Locust. Constitution Saving Throw: DC 18, each creature in a 20-foot emanation (except nyathraans). Failure: 20 (8d4) piercing damage. Success: Half damage. Failure or Success: One swarm of insects (damage resistance against acid and radiant) manifests in the space of up to two creatures who have taken damage from this ability. The insects die after 1 minute and act as allies to all nyathraans. Further, the nyathraan can’t take this action again until the start of its next turn.
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.
