Nyathraan

Medium • Monstrosity • Lawful Evil

Armor Class 17

Hit Points 71 (11d8 + 22)

Speed 30 ft.

Initiative +3 (13)

STRDEXCONINTWISCHA
16 (+3)17 (+3)15 (+2)7 (-2)13 (+1)8 (-1)

Saving Throws Con +5

Damage Resistances acid, radiant

Senses blindsight 10 ft., passive Perception 11

Languages Nyathraan

CR 5 (XP 1,800; PB +3)

A tall, insectoid creature with golden chitin armor, elongated limbs, sharp claws, and jagged horn-like protrusions rising from its angular head.

Reflecting Carapace. When the nyathraan takes fire, lightning, or radiant damage, Constitution Saving Throw: DC 13, each creature in 5-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 Claw attacks.

Claw. Melee Weapon Attack: +6, reach 5 ft. Hit: 16 (3d8 + 3) slashing damage.

Bioluminescent Spit (Recharges after a Rest). Dexterity Saving Throw: DC 13, each creature in a 20-foot long, 5-foot wide line. Failure: The target is blinded and sheds bright light in a 5-foot radius for 1 minute. The light counts as sunlight. An affected creature can take an action to end the effect.

REACTIONS

Distracting Reflection. Trigger: While the nyathraan stands in sunlight, a creature within 5 feet of it is targeted by an attack roll or makes an attack roll. Response - Wisdom Saving Throw: DC 13, the attacker or the attacked target (the nyathraan's choice). Failure: The attacker or target (depending on its choice) becomes blinded for this attack.

Nyathraan

Medium • Monstrosity • Lawful Evil

Armor Class 16

Hit Points 38 (7d8 + 7)

Speed 30 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
14 (+2)15 (+2)13 (+1)7 (-2)12 (+1)8 (-1)

Damage Resistances acid, radiant

Senses blindsight 10 ft., passive Perception 11

Languages Nyathraan

CR 2 (XP 450, PB +2)

A tall, insectoid creature with golden chitin armor, elongated limbs, sharp claws, and jagged horn-like protrusions rising from its angular head.

Reflecting Carapace. When the nyathraan takes fire, lightning, or radiant damage, Constitution Saving Throw: DC 11, each creature in 5-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 Claw attacks.

Claw. Melee Weapon Attack: +4, reach 5 ft. Hit: 9 (2d6 + 2) slashing damage.

Bioluminescent Spit (Recharges after a Rest). Dexterity Saving Throw: DC 11, each creature in a 15-foot long, 5-foot wide line. Failure: The target is blinded and sheds bright light in a 5-foot radius for 1 minute. The light counts as sunlight. An affected creature can take an action to end the effect.

REACTIONS

Distracting Reflection. Trigger: While the nyathraan stands in sunlight, a creature within 5 feet of it is targeted by an attack roll or makes an attack roll. Response - Wisdom Saving Throw: DC 11, the attacker or the attacked target (the nyathraan's choice). Failure: The attacker or target (depending on its choice) becomes blinded for this attack.

Nyathraan

Medium • Monstrosity • Lawful Evil

Armor Class 18

Hit Points 97 (13d8 + 39)

Speed 30 ft.

Initiative +4 (14)

STRDEXCONINTWISCHA
18 (+4)19 (+4)17 (+3)7 (-2)14 (+2)8 (-1)

Saving Throws Con +6

Damage Resistances acid, radiant

Senses blindsight 10 ft., passive Perception 12

Languages Nyathraan

CR 8 (XP 3,900; PB +3)

A tall, insectoid creature with golden chitin armor, elongated limbs, sharp claws, and jagged horn-like protrusions rising from its angular head.

Reflecting Carapace. When the nyathraan takes fire, lightning, or radiant damage, Constitution Saving Throw: DC 14, each creature in 5-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 Claw attacks.

Claw. Melee Weapon Attack: +7, reach 5 ft. Hit: 26 (4d10 + 4) slashing damage.

Bioluminescent Spit (Recharges after a Rest). Dexterity Saving Throw: DC 14, each creature in a 30-foot long, 5-foot wide line. Failure: The target is blinded and sheds bright light in a 5-foot radius for 1 minute. The light counts as sunlight. An affected creature can take an action to end the effect.

REACTIONS

Distracting Reflection. Trigger: While the nyathraan stands in sunlight, a creature within 5 feet of it is targeted by an attack roll or makes an attack roll. Response - Wisdom Saving Throw: DC 14, the attacker or the attacked target (the nyathraan's choice). Failure: The attacker or target (depending on its choice) becomes blinded for this attack.

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.