Throphyx

Gargantuan • Aberration • Neutral Evil

Armor Class 19

Hit Points 279 (18d20 + 90)

Speed 40 ft., fly 60 ft.

Initiative +8 (18)

STRDEXCONINTWISCHA
23 (+6)14 (+2)21 (+5)21 (+5)18 (+4)20 (+5)

Saving Throws Int +11, Wis +10

Skills Investigation +11, Insight +10, Perception +16

Condition Immunities blinded

Senses truesight 120 ft., passive Perception 26

Languages Deep Speech, telepathy 300 ft.

CR 17 (XP 18,000 or 20,000 in lair; PB +6)

Winged aberrant creature with many pink eyes across its armored head, bat-like wings spread as it hovers with sinister intelligence.

Distracting Resistance (1/Day; 2/Day in Lair). If the throphyx fails a saving throw, it can choose to succeed instead. While the throphyx has no more charges for this ability, it has disadvantage on saving throws to maintain concentration.

Lasting Gaze. The throphyx knows the exact location of any creature it has seen within the last 24 hours.

Magic Resistance. The throphyx has advantage on saving throws against spells and other magical effects.

Stolen Sight. Wisdom Saving Throw: DC 19, any creature that starts its turn within 60 feet of the throphyx that it can see. Failure: The target becomes blinded until the start of its next turn. Additionally, during that duration, the throphyx can see through the target’s eyes instead and use the target as a source to attack with its Eye Beams.

ACTIONS

Multiattack. The throphyx makes two Eye Beam attacks and uses its Constrict once. It can replace one attack with a use of Spellcasting.

Eye Beam. Ranged Spell Attack: +11, range 120 ft. Hit: 16 (3d10) force damage.

Constrict. Strength Saving Throw: DC 20, one Huge or smaller creature within 10 feet of the throphyx that it can see. Failure: 24 (4d8 + 6) bludgeoning damage, and the target is grappled (escape DC 20). While grappled this way, the target is restrained, and the throphyx can't use Constrict on another target.

Displace Senses (Recharge 5-6). Wisdom Saving Throw: DC 19, two creatures (other than the throphyx) within 60 feet of the throphyx. Failure (both): The targets’ senses are magically swapped for 1 minute or until throphyx loses its concentration, as if concentrating on a spell. During the duration, the targets perceive the world through the other creature’s senses and have disadvantage on attack rolls, ability checks, and saving throws. If a creature can’t perceive its own body through the other creature’s senses, it automatically fails attack rolls.

Spellcasting. The throphyx casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 19):

At will: detect thoughts, dissonant whispers, hideous laughter, major image

2/day: eye bite, mislead

BONUS ACTIONS

Devour Thoughts. Intelligence Saving Throw: DC 19, one creature within 60 feet of the throphyx that is concentrating on a spell or ability. Failure: 10 (3d6) psychic damage, and the target loses its concentration.

LEGENDARY ACTIONS

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the throphyx can expend a use to take one of the following actions. The throphyx regains all expended uses at the start of each of its turns.

Crush or Fling. A target grappled by the throphyx’s Constrict takes 15 (2d8 + 6) bludgeoning damage. Instead of dealing damage, the throphyx can fling the target up to 30 feet in a direction of its choice, ending the grappled condition.

Eye Beam. The throphyx makes one Eye Beam attack.

Wing Buffet. Strength Saving Throw: DC 20, each creature in a 15-foot emanation originating from the throphyx. Failure: The target is knocked prone and pushed 10 feet away. Failure or Success: The throphyx moves up to half its speed and can’t take this action again until the start of its next turn.

 

Throphyx

Gargantuan • Aberration • Neutral Evil

Armor Class 18

Hit Points 232 (16d20 + 64)

Speed 40 ft., fly 60 ft.

Initiative +6 (16)

STRDEXCONINTWISCHA
21 (+5)12 (+1)19 (+4)19 (+4)16 (+3)18 (+4)

Saving Throws Int +9, Wis +8

Skills Investigation +9, Insight +8, Perception +13

Condition Immunities blinded

Senses truesight 120 ft., passive Perception 23

Languages Deep Speech, telepathy 300 ft.

CR 14 (XP 11.500 or 13.000 in lair; PB +5)

Winged aberrant creature with many pink eyes across its armored head, bat-like wings spread as it hovers with sinister intelligence.

Distracting Resistance (1/Day; 2/Day in Lair). If the throphyx fails a saving throw, it can choose to succeed instead. While the throphyx has no more charges for this ability, it has disadvantage on saving throws to maintain concentration.

Lasting Gaze. The throphyx knows the exact location of any creature it has seen within the last 24 hours.

Magic Resistance. The throphyx has advantage on saving throws against spells and other magical effects.

Stolen Sight. Wisdom Saving Throw: DC 17, any creature that starts its turn within 30 feet of the throphyx that it can see. Failure: The target becomes blinded until the start of its next turn. Additionally, during that duration, the throphyx can see through the target’s eyes instead and use the target as a source to attack with its Eye Beams.

ACTIONS

Multiattack. The throphyx makes two Eye Beam attacks and uses its Constrict once. It can replace one attack with a use of Spellcasting.

Eye Beam. Ranged Spell Attack: +9, range 120 ft. Hit: 13 (3d8) force damage.

Constrict. Strength Saving Throw: DC 18, one Huge or smaller creature within 10 feet of the throphyx that it can see. Failure: 18 (3d8 + 5) bludgeoning damage, and the target is grappled (escape DC 18). While grappled this way, the target is restrained, and the throphyx can't use Constrict on another target.

Displace Senses (Recharge 5-6). Wisdom Saving Throw: DC 17, two creatures (other than the throphyx) within 60 feet of the throphyx. Failure (both): The targets’ senses are magically swapped for 1 minute or until throphyx loses its concentration, as if concentrating on a spell. During the duration, the targets perceive the world through the other creature’s senses and have disadvantage on attack rolls, ability checks, and saving throws. If a creature can’t perceive its own body through the other creature’s senses, it automatically fails attack rolls.

Spellcasting. The throphyx casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):

At will: detect thoughts, dissonant whispers, hideous laughter, major image

2/day: eye bite, mislead

BONUS ACTIONS

Devour Thoughts. Intelligence Saving Throw: DC 17, one creature within 60 feet of the throphyx that is concentrating on a spell or ability. Failure: 7 (2d6) psychic damage, and the target loses its concentration.

LEGENDARY ACTIONS

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the throphyx can expend a use to take one of the following actions. The throphyx regains all expended uses at the start of each of its turns.

Crush or Fling. A target grappled by the throphyx’s Constrict takes 9 (1d8 + 5) bludgeoning damage. Instead of dealing damage, the throphyx can fling the target up to 30 feet in a direction of its choice, ending the grappled condition.

Eye Beam. The throphyx makes one Eye Beam attack.

Wing Buffet. Strength Saving Throw: DC 18, each creature in a 15-foot emanation originating from the throphyx. Failure: The target is knocked prone and pushed 10 feet away. Failure or Success: The throphyx moves up to half its speed and can’t take this action again until the start of its next turn.

 

Throphyx

Gargantuan • Aberration • Neutral Evil

Armor Class 20

Hit Points 313 (19d20 + 114)

Speed 40 ft., fly 60 ft.

Initiative +9 (19)

STRDEXCONINTWISCHA
25 (+7)16 (+3)23 (+6)23 (+6)20 (+5)22 (+6)

Saving Throws Int +12, Wis +11

Skills Investigation +12, Insight +11, Perception +17

Condition Immunities blinded

Senses truesight 120 ft., passive Perception 27

Languages Deep Speech, telepathy 300 ft.

CR 20 (XP 25.000 or 33.000 in lair; PB +6)

Winged aberrant creature with many pink eyes across its armored head, bat-like wings spread as it hovers with sinister intelligence.

Distracting Resistance (2/Day; 3/Day in Lair). If the throphyx fails a saving throw, it can choose to succeed instead. While the throphyx has no more charges for this ability, it has disadvantage on saving throws to maintain concentration.

Lasting Gaze. The throphyx knows the exact location of any creature it has seen within the last 24 hours.

Magic Resistance. The throphyx has advantage on saving throws against spells and other magical effects.

Stolen Sight. Wisdom Saving Throw: DC 20, any creature that starts its turn within 60 feet of the throphyx that it can see. Failure: The target becomes blinded until the start of its next turn. Additionally, during that duration, the throphyx can see through the target’s eyes instead and use the target as a source to attack with its Eye Beams.

ACTIONS

Multiattack. The throphyx makes two Eye Beam attacks and uses its Constrict once. It can replace one attack with a use of Spellcasting.

Eye Beam. Ranged Spell Attack: +12, range 120 ft. Hit: 19 (3d12) force damage.

Constrict. Strength Saving Throw: DC 21, one Huge or smaller creature within 10 feet of the throphyx that it can see. Failure: 34 (5d10 + 7) bludgeoning damage, and the target is grappled (escape DC 20). While grappled this way, the target is restrained, and the throphyx can't use Constrict on another target.

Displace Senses (Recharge 5-6). Wisdom Saving Throw: DC 20, two creatures (other than the throphyx) within 60 feet of the throphyx. Failure (both): The targets’ senses are magically swapped for 1 minute or until throphyx loses its concentration, as if concentrating on a spell. During the duration, the targets perceive the world through the other creature’s senses and have disadvantage on attack rolls, ability checks, and saving throws. If a creature can’t perceive its own body through the other creature’s senses, it automatically fails attack rolls.

Spellcasting. The throphyx casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 20):

At will: detect thoughts, dissonant whispers, hideous laughter, major image

2/day: eye bite, mislead

BONUS ACTIONS

Devour Thoughts. Intelligence Saving Throw: DC 20, one creature within 60 feet of the throphyx that is concentrating on a spell or ability. Failure: 14 (4d6) psychic damage, and the target loses its concentration.

LEGENDARY ACTIONS

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the throphyx can expend a use to take one of the following actions. The throphyx regains all expended uses at the start of each of its turns.

Crush or Fling. A target grappled by the throphyx’s Constrict takes 23 (3d10 + 7) bludgeoning damage. Instead of dealing damage, the throphyx can fling the target up to 30 feet in a direction of its choice, ending the grappled condition.

Eye Beam. The throphyx makes one Eye Beam attack.

Wing Buffet. Strength Saving Throw: DC 21, each creature in a 20-foot emanation originating from the throphyx. Failure: The target is knocked prone and pushed 10 feet away. Failure or Success: The throphyx moves up to half its speed and can’t take this action again until the start of its next turn.

 

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.