Toxmoray
Huge • Monstrosity • Unaligned
Armor Class 16
Hit Points 210 (20d12 + 80)
Speed 10 ft., swim 60 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 24 (+7) | 14 (+2) | 19 (+4) | 7 (-2) | 13 (+1) | 9 (-1) |
Skills Perception +5, Stealth +6
Damage Resistances acid
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15
Languages –
CR 12 (XP 8,400; PB +4)

Bloodied - Toxblood. While the toxmoray is bloodied (or dead), the area of its Toxic Excretion increases to a 30-foot emanation, and it becomes heavily obscured.
Water Breathing. The toxmoray can breathe only underwater.
Toxic Excretion. The area in a 10-foot emanation originating from the toxmoray is lightly obscured. This trait doesn’t function outside of water or similar liquids and continues to stay active even after the death of the toxmoray, only subsiding after 1 hour or when the corpse is destroyed. Constitution Saving Throw: DC 16, any creature starting its turn inside the area. Failure: 14 (4d6) poison damage, and the target becomes poisoned until the end of its next turn. Success: Half damage.
ACTIONS
Multiattack. The toxmoray makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +11, reach 5 ft. Hit: 17 (3d6 + 7) piercing damage plus 10 (3d6) poison damage. If the target is a Large or smaller creature, it is grappled (escape DC 19), and it is restrained until the grapple ends.
Tail. Melee Weapon Attack: +11, reach 15 ft. Hit: 18 (2d10 + 7) bludgeoning damage, and the target is pushed 10 feet back.
BONUS ACTIONS
Swallow. Strength Saving Throw: DC 19, one Medium or smaller creature grappled by the toxmoray (it can have up to two creatures swallowed at a time). Failure: The target is swallowed by the toxmoray, and the grappled condition ends. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the toxmoray, and takes 14 (4d6) acid damage at the start of each of the toxmoray's turns. If the toxmoray takes 30 damage or more on a single turn from a creature inside it, the toxmoray must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 5 feet of the toxmoray and is knocked prone. If the toxmoray dies, any swallowed creature is no longer restrained and can escape from the corpse using 20 feet of movement, exiting prone.
Toxmoray
Huge • Monstrosity • Unaligned
Armor Class 15
Hit Points 152 (16d12 + 48)
Speed 10 ft., swim 60 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 (+6) | 12 (+1) | 17 (+3) | 7 (-2) | 11 (+0) | 9 (-1) |
Skills Perception +4, Stealth +5
Damage Resistances acid
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 20 ft., darkvision 120 ft., passive Perception 14
Languages –
CR 9 (XP 5,000; PB +4)

Bloodied - Toxblood. While the toxmoray is bloodied (or dead), the area of its Toxic Excretion increases to a 20-foot emanation, and it becomes heavily obscured.
Water Breathing. The toxmoray can breathe only underwater.
Toxic Excretion. The area in a 10-foot emanation originating from the toxmoray is lightly obscured. This trait doesn’t function outside of water or similar liquids and continues to stay active even after the death of the toxmoray, only subsiding after 1 hour or when the corpse is destroyed. Constitution Saving Throw: DC 15, any creature starting its turn inside the area. Failure: 10 (3d6) poison damage, and the target becomes poisoned until the end of its next turn. Success: Half damage.
ACTIONS
Multiattack. The toxmoray makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +10, reach 5 ft. Hit: 13 (2d6 + 6) piercing damage plus 7 (2d6) poison damage. If the target is a Large or smaller creature, it is grappled (escape DC 18), and it is restrained until the grapple ends.
Tail. Melee Weapon Attack: +10, reach 15 ft. Hit: 11 (1d10 + 6) bludgeoning damage, and the target is pushed 10 feet back.
BONUS ACTIONS
Swallow. Strength Saving Throw: DC 18, one Medium or smaller creature grappled by the toxmoray (it can have up to two creatures swallowed at a time). Failure: The target is swallowed by the toxmoray, and the grappled condition ends. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the toxmoray, and takes 10 (3d6) acid damage at the start of each of the toxmoray's turns. If the toxmoray takes 25 damage or more on a single turn from a creature inside it, the toxmoray must succeed on a DC 19 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 5 feet of the toxmoray and is knocked prone. If the toxmoray dies, any swallowed creature is no longer restrained and can escape from the corpse using 20 feet of movement, exiting prone.
Toxmoray
Huge • Monstrosity • Unaligned
Armor Class 17
Hit Points 253 (22d12 + 110)
Speed 10 ft., swim 60 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 26 (+8) | 16 (+3) | 21 (+5) | 7 (-2) | 15 (+2) | 9 (-1) |
Skills Perception +7, Stealth +8
Damage Resistances acid
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 17
Languages –
CR 15 (XP 13,000; PB +5)

Bloodied - Toxblood. While the toxmoray is bloodied (or dead), the area of its Toxic Excretion increases to a 30-foot emanation, and it becomes heavily obscured.
Water Breathing. The toxmoray can breathe only underwater.
Toxic Excretion. The area in a 10-foot emanation originating from the toxmoray is lightly obscured. This trait doesn’t function outside of water or similar liquids and continues to stay active even after the death of the toxmoray, only subsiding after 1 hour or when the corpse is destroyed. Constitution Saving Throw: DC 18, any creature starting its turn inside the area. Failure: 14 (4d6) poison damage, and the target becomes poisoned until the end of its next turn. Success: Half damage.
ACTIONS
Multiattack. The toxmoray makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +13, reach 5 ft. Hit: 26 (4d8 + 8) piercing damage plus 10 (3d6) poison damage. If the target is a Large or smaller creature, it is grappled (escape DC 21), and it is restrained until the grapple ends.
Tail. Melee Weapon Attack: +13, reach 15 ft. Hit: 21 (3d8 + 8) bludgeoning damage, and the target is pushed 10 feet back.
BONUS ACTIONS
Swallow. Strength Saving Throw: DC 21, one Medium or smaller creature grappled by the toxmoray (it can have up to two creatures swallowed at a time). Failure: The target is swallowed by the toxmoray, and the grappled condition ends. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the toxmoray, and takes 18 (4d8) acid damage at the start of each of the toxmoray's turns. If the toxmoray takes 30 damage or more on a single turn from a creature inside it, the toxmoray must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 5 feet of the toxmoray and is knocked prone. If the toxmoray dies, any swallowed creature is no longer restrained and can escape from the corpse using 20 feet of movement, exiting prone.
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.
