Venorid
Large • Monstrosity • Unaligned
Armor Class 13
Hit Points 37 (5d10 + 10)
Speed 50 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 12 (+1) | 14 (+2) | 1 (-5) | 10 (+0) | 7 (-2) |
Damage Resistances poison
Senses passive Perception 10
Languages –
CR 2 (XP 450; PB +2)

Bloodied - Frenzied Rush. When the venorid becomes bloodied, it moves up to half its speed without provoking opportunity attacks and then makes one Gore attack.
ACTIONS
Multiattack. The venorid makes one Gore and one Sting attack. It can replace the Gore attack with a use of Toxic Plume if available.
Gore. Melee Weapon Attack: +5, reach 5 ft. Hit: 10 (2d6 + 3) piercing damage. If the target is a Large or smaller creature and the venorid moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 (2d6) piercing damage and is knocked prone.
Sting. Melee Weapon Attack: +5, reach 10 ft. Hit: 7 (1d8 + 3) piercing damage, and the target is poisoned until the end of the target's next turn.
Toxic Plume (1/Day). Constitution Saving Throw: DC 12 (disadvantage if the target is poisoned), each creature in a 15-foot cone. Failure: 10 (3d6) poison damage. Success: Half damage.
Venorid
Large • Monstrosity • Unaligned
Armor Class 12
Hit Points 13 (2d10 + 2)
Speed 50 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 10 (+0) | 12 (+1) | 1 (-5) | 10 (+0) | 7 (-2) |
Damage Resistances poison
Senses passive Perception 10
Languages –
CR 1/4 (XP 50; PB +2)

Bloodied - Frenzied Rush. When the venorid becomes bloodied, it moves up to half its speed and then makes one Gore attack.
ACTIONS
Multiattack. The venorid makes one Gore and one Sting attack.
Gore. Melee Weapon Attack: +3, reach 5 ft. Hit: 3 (1d4 + 1) piercing damage. If the target is a Large or smaller creature and the venorid moved 20+ feet straight toward it immediately before the hit, the target takes an extra 2 (1d4) piercing damage and is knocked prone.
Sting. Melee Weapon Attack: +3, reach 10 ft. Hit: 2 piercing damage, and the target is poisoned until the end of the target's next turn.
Venorid
Large • Monstrosity • Unaligned
Armor Class 14
Hit Points 85 (10d10 + 30)
Speed 50 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 14 (+2) | 16 (+3) | 1 (-5) | 10 (+0) | 7 (-2) |
Damage Resistances poison
Senses passive Perception 10
Languages –
CR 5 (XP 1,800; PB +3)

Bloodied - Frenzied Rush. When the venorid becomes bloodied, it moves up to half its speed without provoking opportunity attacks and then makes one Gore attack.
ACTIONS
Multiattack. The venorid makes one Gore and one Sting attack. It can replace the Gore attack with a use of Toxic Plume if available.
Gore. Melee Weapon Attack: +7, reach 5 ft. Hit: 14 (3d6 + 4) piercing damage. If the target is a Large or smaller creature and the venorid moved 20+ feet straight toward it immediately before the hit, the target takes an extra 10 (3d6) piercing damage and is knocked prone.
Sting. Melee Weapon Attack: +7, reach 10 ft. Hit: 13 (2d8 + 4) piercing damage, and the target is poisoned until the end of the target's next turn.
Toxic Plume (2/Day). Constitution Saving Throw: DC 14 (disadvantage if the target is poisoned), each creature in a 15-foot cone. Failure: 14 (4d6) poison damage. Success: Half damage.
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.
