Plaguebringer
Large • Monstrosity • Chaotic Evil
Armor Class 14
Hit Points 152 (16d10 + 64)
Speed 30 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 13 (+1) | 19 (+4) | 6 (-2) | 14 (+2) | 9 (-1) |
Saving Throws Str +8, Con +8
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 12
Languages –
CR 9 (XP 5,000; PB +4)

Plaguebringer
Large • Monstrosity • Chaotic Evil
Armor Class 13
Hit Points 102 (12d8 + 48)
Speed 30 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 13 (+1) | 17 (+3) | 6 (-2) | 13 (+1) | 9 (-1) |
Saving Throws Str +6, Con +6
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages –
CR 6 (XP 2,300; PB +3)

Plaguebringer
Large • Monstrosity • Chaotic Evil
Armor Class 15
Hit Points 199 (21d8 + 105)
Speed 30 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 14 (+2) | 20 (+5) | 6 (-2) | 15 (+2) | 9 (-1) |
Saving Throws Str +8, Con +9
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 12
Languages –
CR 12 (XP 8,400; PB +4)

QUICK REFERENCE
Habitat
- Sewers, plague-ridden ruins, and places steeped in disease and decay
- Laboratories of maddened scientists and alchemists
- Sometimes summoned or unleashed by dark cults or necromancers into cities or densely populated areas
Behavior
- Driven by instinct to spread its infection, hunting humanoids above all else
- While very aggressive and partially reckless, it knows to retreat to let its wound heal
- Obsessed with “finishing off” weakened prey before moving on
Information (Intelligence Check)
- DC 13 History: Known as a dangerous foe that can topple whole cities when surrounded by commoners or other humanoids that are easily killed
- DC 15 Medicine: Know that slain victims can rise as zombies or even other plaguebringers
- DC 17 Nature: Knows its regeneration is equal or even stronger than a troll
Combat
- Opens with Plague Breath to infect and weaken as many targets as possible
- Focuses attacks preferably on easy-to-kill humanoids, even running off the side to slay passing civilians
- Otherwise targets creatures that inflicted fire or radiant damage to it, halting its Regeneration
Loot Ideas
- Infected blood is highly sought after by poisoners, healers, and alchemists to produce cures, ailments, or other, more dubious medicines
- Still pulsating organ that can be used as a replacement organ for surgery if one is daring enough to take the risk of potential mutation
- Poison glands to extract a more basic form of poison for coating weapons and the like
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.
