Nyathraan
Medium • Monstrosity • Lawful Evil
Armor Class 17
Hit Points 71 (11d8 + 22)
Speed 30 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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)

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)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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)

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)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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)

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.
