Osh’Nyrak
Huge • Aberration • Chaotic Evil
Armor Class 16
Hit Points 189 (18d12 + 72)
Speed 10 ft., fly 50 ft.
Initiative +5 (15)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 14 (+2) | 18 (+4) | 6 (−2) | 15 (+2) | 10 (+0) |
Skills Perception +8
Senses blindsight 60 ft. (while not deafened), darkvision 300 ft., passive Perception 18
Languages –
CR 8 (XP 3,900; PB +3)

Aberrant Sonar. While the osh’nyrak is not deafened, it knows the exact position of each creature within 60 feet, even if those creatures have full cover.
Overlapping Sound. When the osh'nyrak takes thunder damage, it becomes deafened until the end of its next turn.
Sensitive Eyes. When a daylight spell is cast within 10 feet of the osh’nyrak it becomes blinded for 1 minute.
Surround Vision. The osh’nyrak can’t be surprised.
Shriekfield. Wisdom Saving Throw: DC 15 (with disadvantage if the creature is within the aura of multiple osh'nyrak), any creature (other than an Aberration or a deafened creature) that starts its turn in a 30-foot emanation originating from the osh’nyrak while the osh’nyrak is not incapacitated. Failure: The target becomes blinded and deafened until the start of the osh'nyrak's next turn. Success: The target is immune to the Shriekfield of all osh’nyrak for 1 hour.
ACTIONS
Multiattack. The osh’nyrak makes three Tail attacks.
Tail. Melee Weapon Attack: +6, reach 15 ft. Hit: 17 (4d6 + 3) slashing damage.
Osh’Nyrak
Huge • Aberration • Chaotic Evil
Armor Class 16
Hit Points 142 (15d12 + 45)
Speed 20 ft., fly 50 ft.
Initiative +4 (14)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 12 (+1) | 16 (+3) | 6 (−2) | 13 (+1) | 10 (+0) |
Skills Perception +7
Senses blindsight 60 ft. (while not deafened), darkvision 300 ft., passive Perception 17
Languages –
CR 5 (XP 1,800; PB +3)

Aberrant Sonar. While the osh’nyrak is not deafened, it knows the exact position of each creature within 60 feet, even if those creatures have full cover.
Overlapping Sound. When the osh'nyrak takes thunder damage, it becomes deafened until the end of its next turn.
Sensitive Eyes. When a daylight spell is cast within 10 feet of the osh’nyrak it becomes blinded for 1 minute.
Surround Vision. The osh’nyrak can’t be surprised.
Shriekfield. Wisdom Saving Throw: DC 14 (with disadvantage if the creature is within the aura of multiple osh'nyrak), any creature (other than an Aberration or a deafened creature) that starts its turn in a 30-foot emanation originating from the osh’nyrak while the osh’nyrak is not incapacitated. Failure: The target becomes blinded and deafened until the start of the osh'nyrak's next turn. Success: The target is immune to the Shriekfield of all osh’nyrak for 1 hour.
ACTIONS
Multiattack. The osh’nyrak makes three Tail attacks.
Tail. Melee Weapon Attack: +5, reach 15 ft. Hit: 12 (3d6 + 2) slashing damage.
Osh’Nyrak
Huge • Aberration • Chaotic Evil
Armor Class 16
Hit Points 218 (19d12 + 95)
Speed 20 ft., fly 50 ft.
Initiative +7 (17)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 16 (+3) | 20 (+5) | 6 (−2) | 17 (+3) | 10 (+0) |
Skills Perception +11
Senses blindsight 60 ft. (while not deafened), darkvision 300 ft., passive Perception 21
Languages –
CR 11 (XP 7,200; PB +4)

Aberrant Sonar. While the osh’nyrak is not deafened, it knows the exact position of each creature within 60 feet, even if those creatures have full cover.
Overlapping Sound. When the osh'nyrak takes thunder damage, it becomes deafened until the end of its next turn.
Sensitive Eyes. When a daylight spell is cast within 10 feet of the osh’nyrak it becomes blinded for 1 minute.
Surround Vision. The osh’nyrak can’t be surprised.
Shriekfield. Wisdom Saving Throw: DC 17 (with disadvantage if the creature is within the aura of multiple osh'nyrak), any creature (other than an Aberration or a deafened creature) that starts its turn in a 30-foot emanation originating from the osh’nyrak while the osh’nyrak is not incapacitated. Failure: The target becomes blinded and deafened until the start of the osh'nyrak's next turn. Success: The target is immune to the Shriekfield of all osh’nyrak for 1 hour.
ACTIONS
Multiattack. The osh’nyrak makes three Tail attacks.
Tail. Melee Weapon Attack: +8, reach 15 ft. Hit: 31 (5d8 + 4) slashing damage.
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.
