Pebblejaw

Tiny • Beast • Unaligned

Armor Class 12

Hit Points 10 (3d4 + 3)

Speed 30 ft., burrow 10 ft., climb 20 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
13 (+1)10 (+0)12 (+1)3 (-4)12 (+1)6 (-2)

Skills Perception +3

Senses darkvision 60 ft., passive Perception 13

Languages

CR 1/8 (XP 25; PB +2)

A stocky reptilian creature with stone-like scales, glowing eyes, and a heavy jaw.

Hold Breath. The pebblejaw can hold its breath for 10 minutes.

Pack Tactics. The pebblejaw has advantage on an attack roll against a creature if at least one of the pebblejaw's allies is within 5 feet of the creature and the ally doesn't is not incapacitated.

ACTIONS

Slowing Bite. Melee Weapon Attack: +3, reach 5 ft. Hit: 4 (1d6 + 1) piercing damage, and the target is poisoned until the end of its next turn. While poisoned that way, the target’s speed is reduced by 10 feet, and it can’t use reactions.

Pebble Spit. Dexterity Saving Throw: DC 11, one creature within 20 feet of the pebblejaw that it can see. Failure: 3 (1d4 + 1) bludgeoning damage.

Alarm Shriek. The pebblejaw emits a shriek audible in a 300-foot emanation originating from it. Constitution Saving Throw: DC 11, each creature (except pebblejaws) in a 10-foot emanation originating from the pebblejaw. Failure: The target becomes deafened until the end of its next turn.

Pebblejaw

Tiny • Beast • Unaligned

Armor Class 11

Hit Points 2 (1d4)

Speed 30 ft., burrow 10 ft., climb 20 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
11 (+0)10 (+0)10 (+0)3 (-4)11 (+0)6 (-2)

Skills Perception +2

Senses darkvision 60 ft., passive Perception 12

Languages

CR 0 (XP 10; PB +2)

A stocky reptilian creature with stone-like scales, glowing eyes, and a heavy jaw.

Hold Breath. The pebblejaw can hold its breath for 10 minutes.

Pack Tactics. The pebblejaw has advantage on an attack roll against a creature if at least one of the pebblejaw's allies is within 5 feet of the creature and the ally doesn't is not incapacitated.

ACTIONS

Slowing Bite. Melee Weapon Attack: +2, reach 5 ft. Hit: 1 piercing damage, and the target is poisoned until the end of its next turn. While poisoned that way, the target’s speed is reduced by 10 feet, and it can’t use reactions.

Pebble Spit. Dexterity Saving Throw: DC 10, one creature within 20 feet of the pebblejaw that it can see. Failure: 1 bludgeoning damage.

Alarm Shriek. The pebblejaw emits a shriek audible in a 300-foot emanation originating from it. Constitution Saving Throw: DC 10, each creature (except pebblejaws) in a 5-foot emanation originating from the pebblejaw. Failure: The target becomes deafened until the end of its next turn. Failure or Success: This sound is audible within 300 feet.

Pebblejaw

Tiny • Beast • Unaligned

Armor Class 13

Hit Points 31 (7d4 + 14)

Speed 30 ft., burrow 10 ft., climb 20 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
15 (+2)10 (+0)14 (+2)3 (-4)13 (+1)6 (-2)

Skills Perception +3

Senses darkvision 60 ft., passive Perception 13

Languages

CR 1 (XP 200; PB +2)

A stocky reptilian creature with stone-like scales, glowing eyes, and a heavy jaw.

Hold Breath. The pebblejaw can hold its breath for 10 minutes.

Pack Tactics. The pebblejaw has advantage on an attack roll against a creature if at least one of the pebblejaw's allies is within 5 feet of the creature and the ally doesn't is not incapacitated.

ACTIONS

Slowing Bite. Melee Weapon Attack: +3, reach 5 ft. Hit: 9 (2d6 + 2) piercing damage, and the target is poisoned until the end of its next turn. While poisoned that way, the target’s speed is reduced by 10 feet, and it can’t use reactions.

Pebble Spit. Dexterity Saving Throw: DC 12, one creature within 20 feet of the pebblejaw that it can see. Failure: 7 (2d4 + 2) bludgeoning damage.

Alarm Shriek. The pebblejaw emits a shriek audible in a 300-foot emanation originating from it. Constitution Saving Throw: DC 12, each creature (except pebblejaws) in a 15-foot emanation originating from the pebblejaw. Failure: The target becomes deafened until the end of its next turn. Failure or Success: This sound is audible within 300 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.