Nythr Spawn

Large • Aberration • Chaotic Evil

Armor Class 14

Hit Points 127 (15d10 + 45)

Speed 30 ft.

Initiative +4 (14)

STRDEXCONINTWISCHA
18 (+4)18 (+4)16 (+3)8 (-1)12 (+1)12 (+1)

Skills Athletics +7, Acrobatics +7, Perception +4

Condition Immunities blinded, charmed, frightened

Senses blindsight 60 ft., passive Perception 14

Languages understands Deep Speech but can’t speak

CR 7 (XP 2,900; PB +3)

Pale, gaunt aberration with elongated limbs and blade-like claws, its faceless head gaping open in a silent predatory scream.

Gleeful Screech. When the spawn reduces a creature to 0 hit points, Wisdom Saving Throw: DC 14, each creature in a 30-foot emanation that is not deafened. Failure: The target is frightened until the end of its next turn.

Limited Magic Immunity. The spawn can't be affected or detected by spells of level 2 or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Staking Legs. The spawn ignores difficult terrain created by Medium or smaller creatures occupying spaces and can pass through them without making checks. Additionally, Medium or smaller creatures have disadvantage on opportunity attacks against the spawn.

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

ACTIONS

Multiattack. The spawn makes two attacks, only one of which can be a Maw attack.

Impale. Melee Weapon Attack: +7, reach 10 ft. Hit: 23 (3d12 + 4) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). When the grappled condition ends, the target takes 6 (1d12) piercing damage.

Maw. Melee Weapon Attack: +7 (with advantage against creatures grappled by it), reach 5 ft. Hit: 25 (6d6 + 4) piercing damage. The attack scores a critical hit on a 19 to 20 on a d20. If a critical hit reduces a creature to 0 hit points, it is killed, and the spawn consumes its head.

BONUS ACTIONS

Leap. The spawn jumps up to 20 feet.

Nythr Spawn

Large • Aberration • Chaotic Evil

Armor Class 13

Hit Points 71 (11d10 + 11)

Speed 30 ft.

Initiative +3 (13)

STRDEXCONINTWISCHA
16 (+3)16 (+3)14 (+2)6 (-2)10 (+0)10 (+0)

Skills Athletics +5, Acrobatics +5, Perception +2

Condition Immunities blinded, charmed, frightened

Senses blindsight 60 ft., passive Perception 12

Languages understands Deep Speech but can’t speak

CR 4 (XP 1.100; PB +2)

Pale, gaunt aberration with elongated limbs and blade-like claws, its faceless head gaping open in a silent predatory scream.

Gleeful Screech. When the spawn reduces a creature to 0 hit points, Wisdom Saving Throw: DC 12, each creature in a 20-foot emanation that is not deafened. Failure: The target is frightened until the end of its next turn.

Limited Magic Immunity. The spawn 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.

Staking Legs. The spawn ignores difficult terrain created by Medium or smaller creatures occupying spaces and can pass through them without making checks. Additionally, Medium or smaller creatures have disadvantage on opportunity attacks against the spawn.

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

ACTIONS

Multiattack. The spawn makes two attacks, only one of which can be a Maw attack.

Impale. Melee Weapon Attack: +5, reach 10 ft. Hit: 14 (2d10 + 3) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). When the grappled condition ends, the target takes 3 (1d6) piercing damage.

Maw. Melee Weapon Attack: +5 (with advantage against creatures grappled by it), reach 5 ft. Hit: 17 (4d6 + 3) piercing damage. The attack scores a critical hit on a 19 to 20 on a d20. If a critical hit reduces a creature to 0 hit points, it is killed, and the spawn consumes its head.

BONUS ACTIONS

Leap. The spawn jumps up to 20 feet.

Nythr Spawn

Large • Aberration • Chaotic Evil

Armor Class 15

Hit Points 161 (19d10 + 57)

Speed 30 ft.

Initiative +5 (15)

STRDEXCONINTWISCHA
20 (+5)20 (+5)18 (+4)10 (+0)14 (+2)14 (+2)

Skills Athletics +9, Acrobatics +9, Perception +6

Condition Immunities blinded, charmed, frightened

Senses blindsight 60 ft., passive Perception 16

Languages understands Deep Speech but can’t speak

CR 10 (XP 5.900; PB +4)

Pale, gaunt aberration with elongated limbs and blade-like claws, its faceless head gaping open in a silent predatory scream.

Gleeful Screech. When the spawn reduces a creature to 0 hit points, Wisdom Saving Throw: DC 16, each creature in a 30-foot emanation that is not deafened. Failure: The target is frightened until the end of its next turn.

Limited Magic Immunity. The spawn can't be affected or detected by spells of level 3 or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Staking Legs. The spawn ignores difficult terrain created by Medium or smaller creatures occupying spaces and can pass through them without making checks. Additionally, Medium or smaller creatures have disadvantage on opportunity attacks against the spawn.

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

ACTIONS

Multiattack. The spawn makes two attacks, only one of which can be a Maw attack.

Impale. Melee Weapon Attack: +9, reach 10 ft. Hit: 31 (4d12 + 5) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 17). When the grappled condition ends, the target takes 9 (2d8) piercing damage.

Maw. Melee Weapon Attack: +9 (with advantage against creatures grappled by it), reach 5 ft. Hit: 33 (8d6 + 5) piercing damage. The attack scores a critical hit on a 19 to 20 on a d20. If a critical hit reduces a creature to 0 hit points, it is killed, and the spawn consumes its head.

BONUS ACTIONS

Leap. The spawn jumps up to 20 feet.

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.