Viscarin
Small • Ooze • Neutral
Armor Class 12
Hit Points 33 (6d6 + 12)
Speed 30 ft., climb 30 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 14 (+2) | 7 (-2) | 10 (+0) | 8 (-1) |
Damage Resistances cold, fire, poison
Damage Immunities acid
Condition Immunities exhaustion, grappled, restrained
Senses darkvision 60 ft., passive Perception 10
Languages Viscarian
CR 1 (XP 200; PB +3)

Amorphous. The viscarin can move through a space as narrow as 1 inch wide without squeezing.
Spider Climb. The viscarin can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Unusual Nature. The viscarin doesn't require air.
ACTIONS
Slam. Melee Weapon Attack: +4, reach 5 ft. Hit: 5 (1d6 + 2) bludgeoning damage plus 7 (2d6) acid damage.
Acid Driplets. Dexterity Saving Throw: DC 12, one creature the viscarin can see within 30 feet of it. Failure: 10 (4d4) acid damage. Success: Half damage.
Mimic Form. The viscarin assumes the shape of a creature or object it sees or is familiar with. This doesn’t change the viscarin size and or its ooze-like appearance.
BONUS ACTIONS
Slither. The viscarin moves up to half its speed without provoking attacks of opportunity.
REACTIONS
Slick Counter. Trigger: The viscarin is hit by a critical hit. Response: The hit is turned into a normal hit, and the viscarin can make an attack against the attacker with advantange.
Viscarin
Small • Ooze • Neutral
Armor Class 11
Hit Points 9 (2d6 + 2)
Speed 30 ft., climb 30 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 12 (+1) | 12 (+1) | 7 (-2) | 10 (+0) | 8 (-1) |
Damage Resistances cold, fire, poison
Damage Immunities acid
Condition Immunities exhaustion, grappled, restrained
Senses darkvision 60 ft., passive Perception 10
Languages Viscarian
CR 1/8 (XP 25; PB +2)

Amorphous. The viscarin can move through a space as narrow as 1 inch wide without squeezing.
Spider Climb. The viscarin can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Unusual Nature. The viscarin doesn't require air.
ACTIONS
Slam. Melee Weapon Attack: +3, reach 5 ft. Hit: 3 (1d4 + 1) acid damage.
Acid Driplets. Dexterity Saving Throw: DC 11, one creature the viscarin can see within 30 feet of it. Failure: 2 (1d4) acid damage.
Mimic Form. The viscarin assumes the shape of a creature or object it sees or is familiar with. This doesn’t change the viscarin size and or its ooze-like appearance.
BONUS ACTIONS
Slither. The viscarin moves up to half its speed without provoking attacks of opportunity.
Viscarin
Small • Ooze • Neutral
Armor Class 13
Hit Points 71 (11d6 + 33)
Speed 30 ft., climb 30 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 16 (+3) | 16 (+3) | 7 (-2) | 10 (+0) | 8 (-1) |
Damage Resistances cold, fire, poison
Damage Immunities acid
Condition Immunities exhaustion, grappled, restrained
Senses darkvision 60 ft., passive Perception 10
Languages Viscarian
CR 4 (XP 1,100; PB +2)

Amorphous. The viscarin can move through a space as narrow as 1 inch wide without squeezing.
Spider Climb. The viscarin can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Unusual Nature. The viscarin doesn't require air.
ACTIONS
Multiattack. Te viscarin makes two Slam attacks.
Slam. Melee Weapon Attack: +5, reach 5 ft. Hit: 6 (1d6 + 3) bludgeoning damage plus 9 (2d8) acid damage.
Acid Driplets. Dexterity Saving Throw: DC 13, one creature the viscarin can see within 30 feet of it. Failure: 20 (8d4) acid damage. Success: Half damage.
Mimic Form. The viscarin assumes the shape of a creature or object it sees or is familiar with. This doesn’t change the viscarin size and or its ooze-like appearance.
BONUS ACTIONS
Slither. The viscarin moves up to half its speed without provoking attacks of opportunity.
REACTIONS
Slick Counter. Trigger: The viscarin is hit by a critical hit. Response: The hit is turned into a normal hit, and the viscarin can make an attack against the attacker with advantange.
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.
