Nythr Skulker

Medium • Aberration • Chaotic Evil

Armor Class 13

Hit Points 44 (8d8 + 8)

Speed 30 ft., climb 30 ft.

Initiative +3 (13)

STRDEXCONINTWISCHA
16 (+3)16 (+3)12 (+1)8 (-1)14 (+2)10 (+0)

Skills Athletics +5, Acrobatics +5, Perception +6

Condition Immunities charmed, frightened

Senses darkvision 120 ft. (unimpeded by magical darkness), passive Perception 16

Languages understands Deep Speech but can’t speak

CR 2 (XP 450; PB +2)

Pale four-legged aberration with long antennae whose mouth opens into an array of drooling eyes.

Bloodied - Wounded Eyes. While bloodied, the skulker becomes blinded, can't use its Wandering Eye, and its Otherworldly Perception trait stops functioning.

Limited Magic Immunity. The skulker can't be affected or detected by cantrips unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Otherworldly Perception. The skulker can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Unusual Nature. The skulker doesn't require air, food, drink, or sleep.

ACTIONS

Multiattack. The skulker makes two Claw attacks.

Claw. Melee Weapon Attack: +5, reach 5 ft. Hit: 6 (1d6 + 3) slashing damage.

View Insanity. Wisdom Saving Throw: DC 12, one creature within 30 feet of the skulker that it can see. Failure: The creature becomes blinded. While blinded this way, the target can still see the skulker as normal and takes 4 (1d8) psychic damage at the start of each of its turns. The effect ends when the skulker can no longer see the target.

Wandering Eye (Recharges after a Rest). The skulker casts arcane eye. When doing so, the eye is visible and can be destroyed (AC 13, HP 1).

Nythr Skulker

Medium • Aberration • Chaotic Evil

Armor Class 12

Hit Points 18 (4d8)

Speed 30 ft., climb 30 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
14 (+2)14 (+2)10 (+0)8 (-1)12 (+1)10 (+0)

Skills Perception +3

Condition Immunities charmed, frightened

Senses darkvision 120 ft. (unimpeded by magical darkness), passive Perception 13

Languages understands Deep Speech but can’t speak

CR 1/4 (XP 50; PB +2)

Pale four-legged aberration with long antennae whose mouth opens into an array of drooling eyes.

Bloodied - Wounded Eyes. While bloodied, the skulker becomes blinded, can't use its Wandering Eye, and its Otherworldly Perception trait stops functioning.

Otherworldly Perception. The skulker can sense the presence of any creature within 20 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Unusual Nature. The skulker doesn't require air, food, drink, or sleep.

ACTIONS

Claw. Melee Weapon Attack: +4, reach 5 ft. Hit: 4 (1d4 + 2) slashing damage.

View Insanity (Recharges after a Rest). Wisdom Saving Throw: DC 11, one creature within 10 feet of the skulker that it can see. Failure: The creature becomes blinded. While blinded this way, the target can still see the skulker as normal and takes 2 (1d4) psychic damage at the start of each of its turns. The effect ends when the skulker can no longer see the target.

Wandering Eye (1/Day). The skulker casts arcane eye. When doing so, the eye is visible and can be destroyed (AC 12, HP 1).

Nythr Skulker

Medium • Aberration • Chaotic Evil

Armor Class 15

Hit Points 97 (15d8 + 30)

Speed 30 ft., climb 30 ft.

Initiative +4 (14)

STRDEXCONINTWISCHA
18 (+4)18 (+4)14 (+2)8 (-1)16 (+3)10 (+0)

Saving Throws Wis +6, Cha +3

Skills Athletics +7, Acrobatics +7, Perception +9

Condition Immunities charmed, frightened

Senses darkvision 120 ft. (unimpeded by magical darkness), passive Perception 19

Languages understands Deep Speech but can’t speak

CR 5 (XP 1.800; PB +3)

Pale four-legged aberration with long antennae whose mouth opens into an array of drooling eyes.

Bloodied - Wounded Eyes. While bloodied, the skulker becomes blinded, can't use its Wandering Eye, and its Otherworldly Perception trait stops functioning.

Limited Magic Immunity. The skulker can't be affected or detected by spells of level 1 or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Otherworldly Perception. The skulker can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Unusual Nature. The skulker doesn't require air, food, drink, or sleep.

ACTIONS

Multiattack. The skulker makes two Claw attacks.

Claw. Melee Weapon Attack: +7, reach 5 ft. Hit: 13 (2d8 + 4) slashing damage.

View Insanity. Wisdom Saving Throw: DC 14, one creature within 30 feet of the skulker that it can see. Failure: The creature becomes blinded. While blinded this way, the target can still see the skulker as normal and takes 11 (2d10) psychic damage at the start of each of its turns. The effect ends when the skulker can no longer see the target.

Wandering Eye (Recharges after a Rest). The skulker casts arcane eye. When doing so, the eye is visible and can be destroyed (AC 14, HP 1).

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.