Nycthrix

Medium • Aberration • Lawful Evil

Armor Class 18

Hit Points 195 (26d8 + 78)

Speed 30 ft., fly 30 ft. (hover)

Initiative +6 (16)

STRDEXCONINTWISCHA
17 (+3)14 (+2)16 (+3)21 (+5)18 (+4)19 (+4)

Skills Athletics +7, Arcana +9, Insight +8, Perception +8

Damage Resistances force, psychic

Senses darkvision 120 ft., passive Perception 18

Languages Common, Deep Speech, telepathy 120 ft.

CR 11 (XP 7,200; PB +4)

Fiery aberrant entity with tentacled lower body and molten glowing core, surrounded by swirling flames as it conjures destructive energy.

Thought Network. If at least two allied creatures with an Intelligence score of 8+ are in a 30-foot originating from the nycthrix, it has advantage on Intelligence, Wisdom, and Charisma saving throws.

Trauma Reborn. When the nycthrix is reduced to 0 hit points. Intelligence Saving Throw: DC 17, the creature that killed it. Failure: The target becomes afflicted until cured by a greater restoration spell or similar magic. Whenever the target finishes a long rest, it must repeat the save. Subsequent Failure: The target's Intelligence score is reduced by 1. When this reduces the target's score to 1, the nycthrix reappears with full hit points in the nearest unoccupied space, and the target is affected by the feeblemind spell.

ACTIONS

Multiattack. The nycthrix makes two attacks, using Force Blast or Tentacles in any combination. It can replace one attack with a use of Spellcasting.

Force Blast. Melee or Ranged Spell Attack: +9, reach 5 ft. or range 120 ft. Hit: 32 (5d10 + 5) psychic damage.

Tentacles. Melee Weapon Attack: +7, reach 5 ft. Hit: 21 (4d8 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). While grappled this way, a target is restrained.

Spellcasting. The nycthrix casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):

At will: black tentacles, detect thoughts, phantasmal killer, telekinesis

2/day: dimension door, hold monster, planeshift, wall of force

BONUS ACTIONS

Eldritch Compulsion. Intelligence Saving Throw: DC 17, one creature grappled by the nycthrix or affected by the black tentacles spell. Failure: The target is no longer grappled or restrained and must use its reaction to move in a direction of the nycthrix's choice.

Mind Lock (Recharge 5-6). Intelligence Saving Throw: DC 17, one creature within 30 feet of the nycthrix that it can see. Failure: On its next turn, the target must repeat the action it took on the previous turn as closely as possible.

REACTIONS

Portal Projectile. Trigger: A creature the nycthrix can see misses it with a ranged attack roll. Response: The attack is rerolled against a target of the nycthrix's choice within 60 feet of it.

Nycthrix

Medium • Aberration • Lawful Evil

Armor Class 17

Hit Points 143 (22d8 + 44)

Speed 30 ft., fly 30 ft. (hover)

Initiative +4 (14)

STRDEXCONINTWISCHA
15 (+2)12 (+1)14 (+2)19 (+4)16 (+3)17 (+3)

Skills Athletics +5, Arcana +7, Insight +6, Perception +6

Damage Resistances force, psychic

Senses darkvision 120 ft., passive Perception 16

Languages Common, Deep Speech, telepathy 120 ft.

CR 8 (XP 3.900; PB +3)

Fiery aberrant entity with tentacled lower body and molten glowing core, surrounded by swirling flames as it conjures destructive energy.

Thought Network. If at least two allied creatures with an Intelligence score of 8+ are in a 20-foot originating from the nycthrix, it has advantage on Intelligence, Wisdom, and Charisma saving throws.

Trauma Reborn. When the nycthrix is reduced to 0 hit points. Intelligence Saving Throw: DC 15, the creature that killed it. Failure: The target becomes afflicted until cured by a greater restoration spell or similar magic. Whenever the target finishes a long rest, it must repeat the save. Subsequent Failure: The target's Intelligence score is reduced by 1. When this reduces the target's score to 1, the nycthrix reappears with full hit points in the nearest unoccupied space, and the target is affected by the feeblemind spell.

ACTIONS

Multiattack. The nycthrix makes two attacks, using Force Blast or Tentacles in any combination. It can replace one attack with a use of Spellcasting.

Force Blast. Melee or Ranged Spell Attack: +7, reach 5 ft. or range 120 ft. Hit: 26 (4d10 + 4) psychic damage.

Tentacles. Melee Weapon Attack: +5, reach 5 ft. Hit: 15 (3d8 + 2) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13). While grappled this way, a target is restrained.

Spellcasting. The nycthrix casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15):

At will: black tentacles, detect thoughts, phantasmal killer, telekinesis

1/day: dimension door, hold monster, planeshift, wall of force

BONUS ACTIONS

Eldritch Compulsion. Intelligence Saving Throw: DC 15, one creature grappled by the nycthrix or affected by the black tentacles spell. Failure: The target is no longer grappled or restrained and must use its reaction to move in a direction of the nycthrix's choice.

Mind Lock (Recharge 6). Intelligence Saving Throw: DC 15, one creature within 30 feet of the nycthrix that it can see. Failure: On its next turn, the target must repeat the action it took on the previous turn as closely as possible.

REACTIONS

Portal Projectile. Trigger: A creature the nycthrix can see misses it with a ranged attack roll. Response: The attack is rerolled against a target of the nycthrix's choice within 30 feet of it.

Nycthrix

Medium • Aberration • Lawful Evil

Armor Class 19

Hit Points 238 (28d8 + 112)

Speed 30 ft., fly 30 ft. (hover)

Initiative +8 (18)

STRDEXCONINTWISCHA
19 (+4)16 (+3)18 (+4)23 (+6)20 (+5)21 (+5)

Skills Athletics +9, Arcana +11, Insight +10, Perception +10

Damage Resistances force, psychic

Senses darkvision 120 ft., passive Perception 20

Languages Common, Deep Speech, telepathy 120 ft.

CR 14 (XP 11.500; PB +5)

Fiery aberrant entity with tentacled lower body and molten glowing core, surrounded by swirling flames as it conjures destructive energy.

Thought Network. If at least two allied creatures with an Intelligence score of 8+ are in a 30-foot originating from the nycthrix, it has advantage on Intelligence, Wisdom, and Charisma saving throws.

Trauma Reborn. When the nycthrix is reduced to 0 hit points. Intelligence Saving Throw: DC 19, the creature that killed it. Failure: The target becomes afflicted until cured by a greater restoration spell or similar magic. Whenever the target finishes a long rest, it must repeat the save. Subsequent Failure: The target's Intelligence score is reduced by 1. When this reduces the target's score to 1, the nycthrix reappears with full hit points in the nearest unoccupied space, and the target is affected by the feeblemind spell.

ACTIONS

Multiattack. The nycthrix makes two attacks, using Force Blast or Tentacles in any combination. It can replace one attack with a use of Spellcasting.

Force Blast. Melee or Ranged Spell Attack: +11, reach 5 ft. or range 120 ft. Hit: 39 (6d10 + 6) psychic damage.

Tentacles. Melee Weapon Attack: +9, reach 5 ft. Hit: 26 (5d8 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). While grappled this way, a target is restrained.

Spellcasting. The nycthrix casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 19):

At will: black tentacles, detect thoughts, phantasmal killer, telekinesis

2/day: dimension door, hold monster, planeshift, wall of force

BONUS ACTIONS

Eldritch Compulsion. Intelligence Saving Throw: DC 19, one creature grappled by the nycthrix or affected by the black tentacles spell. Failure: The target is no longer grappled or restrained and must use its reaction to move in a direction of the nycthrix's choice.

Mind Lock (Recharge 5-6). Intelligence Saving Throw: DC 19, one creature within 30 feet of the nycthrix that it can see. Failure: On its next turn, the target must repeat the action it took on the previous turn as closely as possible.

REACTIONS

Portal Projectile. Trigger: A creature the nycthrix can see misses it with a ranged attack roll. Response: The attack is rerolled against a target of the nycthrix's choice within 90 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.