Talent Ruin
Medium • Aberration • Chaotic Evil
Armor Class 17
Hit Points 153 (18d8 + 72)
Speed 20 ft., fly 30 ft. (hover)
Initiative +7 (17)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 17 (+3) | 18 (+4) | 15 (+2) | 18 (+4) | 16 (+3) |
Saving Throws Int +6, Wis +8, Cha +7
Skills Insight +7, Perception +12
Damage Resistances psychic
Condition Immunities blinded, charmed, deafened, frightened
Senses truesight 60 ft., passive Perception 22
Languages Deep Speech
CR 10 (XP 5,900; PB +4)

Aura of Fumbling. Hostile creatures in a 30-foot emanation originating from the ruin have disadvantage on ability checks.
Eye for Talent. The ruin knows the ability scores and proficiencies of a creature within 60 feet of it that it can see.
Magic Resistance. The ruin has advantage on saving throws against spells and other magical effects.
ACTIONS
Multiattack. The ruin makes two Confounding Eye Beam attacks.
Confounding Eye Beam. Ranged Spell Attack: +8, range 90 ft. Hit: 27 (5d8 + 4) psychic damage, and the target can't take reactions until the end of its next turn.
BONUS ACTIONS
Skill Drain (Recharge 5-6). Charisma Saving Throw: DC 16, one creature within 30 feet of the ruin that it can see. Failure: 26 (4d12) psychic damage and the target rolls a d6. The result determines the type of proficiency: 1-2 for skill, 3-4 for language, or 5-6 for tool proficiency. The target then permanently loses a proficiency of its choice from that type and a memory connecting to that proficiency. If the target doesn't have a proficiency of that type, it rerolls the die. Success: Half damage.
REACTIONS
Slip-Up. Trigger: A creature within 60 feet of the ruin makes an attack roll. Response: The target can't add its Proficiency Bonus to that attack roll.
Talent Ruin
Medium • Aberration • Chaotic Evil
Armor Class 16
Hit Points 112 (15d8 + 45)
Speed 20 ft., fly 30 ft. (hover)
Initiative +5 (15)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 15 (+2) | 16 (+3) | 13 (+1) | 16 (+3) | 14 (+2) |
Saving Throws Int +4, Wis +6, Cha +5
Skills Insight +5, Perception +9
Damage Resistances psychic
Condition Immunities blinded, charmed, deafened, frightened
Senses truesight 60 ft., passive Perception 19
Languages Deep Speech
CR 7 (XP 2,900; PB +3)

Aura of Fumbling. Hostile creatures in a 30-foot emanation originating from the ruin have disadvantage on ability checks.
Eye for Talent. The ruin knows the ability scores and proficiencies of a creature within 60 feet of it that it can see.
Magic Resistance. The ruin has advantage on saving throws against spells and other magical effects.
ACTIONS
Multiattack. The ruin makes two Confounding Eye Beam attacks.
Confounding Eye Beam. Ranged Spell Attack: +6, range 60 ft. Hit: 21 (4d8 + 3) psychic damage, and the target can't take reactions until the end of its next turn.
BONUS ACTIONS
Skill Drain (Recharge 5-6). Charisma Saving Throw: DC 16, one creature within 30 feet of the ruin that it can see. Failure: 18 (3d12) psychic damage and the target rolls a d6. The result determines the type of proficiency: 1-2 for skill, 3-4 for language, or 5-6 for tool proficiency. The target then permanently loses a proficiency of its choice from that type and a memory connecting to that proficiency. If the target doesn't have a proficiency of that type, it rerolls the die. Success: Half damage.
REACTIONS
Slip-Up. Trigger: A creature within 60 feet of the ruin makes an attack roll. Response: The target can't add its Proficiency Bonus to that attack roll.
Talent Ruin
Medium • Aberration • Chaotic Evil
Armor Class 18
Hit Points 199 (21d8 + 105)
Speed 20 ft., fly 30 ft. (hover)
Initiative +9 (19)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 19 (+4) | 20 (+5) | 17 (+3) | 20 (+5) | 18 (+4) |
Saving Throws Int +8, Wis +10, Cha +9
Skills Insight +9, Perception +15
Damage Resistances psychic
Condition Immunities blinded, charmed, deafened, frightened
Senses truesight 60 ft., passive Perception 25
Languages Deep Speech
CR 13 (XP 10,000; PB +5)

Aura of Fumbling. Hostile creatures in a 30-foot emanation originating from the ruin have disadvantage on ability checks.
Eye for Talent. The ruin knows the ability scores and proficiencies of a creature within 60 feet of it that it can see.
Magic Resistance. The ruin has advantage on saving throws against spells and other magical effects.
ACTIONS
Multiattack. The ruin makes two Confounding Eye Beam attacks.
Confounding Eye Beam. Ranged Spell Attack: +10, range 120 ft. Hit: 38 (6d10 + 5) psychic damage, and the target can't take reactions until the end of its next turn.
BONUS ACTIONS
Skill Drain (Recharge 5-6). Charisma Saving Throw: DC 16, one creature within 30 feet of the ruin that it can see. Failure: 32 (5d12) psychic damage and the target rolls a d6. The result determines the type of proficiency: 1-2 for skill, 3-4 for language, or 5-6 for tool proficiency. The target then permanently loses a proficiency of its choice from that type and a memory connecting to that proficiency. If the target doesn't have a proficiency of that type, it rerolls the die. Success: Half damage.
REACTIONS
Slip-Up. Trigger: A creature within 60 feet of the ruin makes an attack roll. Response: The target can't add its Proficiency Bonus to that attack roll.
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.
