Xaghulith

Medium • Aberration • Chaotic Evil

Armor Class 15

Hit Points 66 (12d8 + 12)

Speed 30 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
16 (+3)14 (+2)13 (+1)5 (-3)13 (+1)7 (-2)

Skills Perception +3, Stealth +6

Senses blindsight 30 ft., passive Perception 13

Languages

CR 4 (XP 1,100; PB +2)

A monstrous pale creature with a long tongue, jagged bones, and spikes across its back.

Bloodied - Transmit Pain. While bloodied, a creature grappled by the xaghulith’s Tongues takes psychic damage equal to half the damage dealt to the xaghulith.

Chameleon Skin. The xaghulith can change its skin color (no action required) and has advantage on Dexterity (Stealth) checks while not moving.

Evasion. If the xaghulith is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the save and only half damage if it fails. It can't use this trait if it is incapacitated.

Mimicry. The xaghulith can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. It can force a corpse to make simple movements while it grapples it with its Tongues, such as moving its head or waving its arm. A creature that sees the movements or hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Insight) check.

ACTIONS

Bite. Melee Weapon Attack: +5, reach 5 ft. Hit: 13 (3d6 + 3) piercing damage plus 13 (3d8) psychic damage.

BONUS ACTIONS

Tongues. Strength Saving Throw: DC 13, one Medium or smaller creature within 15 feet of the xaghulith that it can see. Failure: The target is pulled up to 10 feet toward the xaghulith and becomes grappled (escape DC 13). While grappled this way, the target is restrained.

REACTIONS

Nerve Jerk. Trigger: A creature the xaghulith is grappling with its Tongues starts its turn. Response: The target makes one melee weapon attack against a creature within 5 feet of it (the xaghulith’s choice).

Xaghulith

Medium • Aberration • Chaotic Evil

Armor Class 13

Hit Points 31 (7d8)

Speed 30 ft.

Initiative +1 (11)

STRDEXCONINTWISCHA
14 (+2)12 (+1)11 (+0)5 (-3)11 (+0)7 (-2)

Skills Perception +2, Stealth +5

Senses blindsight 20 ft., passive Perception 12

Languages

CR 1 (XP 200; PB +2)

A monstrous pale creature with a long tongue, jagged bones, and spikes across its back.

Bloodied - Transmit Pain. While bloodied, a creature grappled by the xaghulith’s Tongues takes psychic damage equal to half the damage dealt to the xaghulith.

Chameleon Skin. The xaghulith can change its skin color (no action required) and has advantage on Dexterity (Stealth) checks while not moving.

Evasion. If the xaghulith is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the save and only half damage if it fails. It can't use this trait if it is incapacitated.

Mimicry. The xaghulith can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. It can force a corpse to make simple movements while it grapples it with its Tongues, such as moving its head or waving its arm. A creature that sees the movements or hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.

ACTIONS

Bite. Melee Weapon Attack: +5, reach 5 ft. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) psychic damage.

BONUS ACTIONS

Tongues. Strength Saving Throw: DC 12, one Medium or smaller creature within 15 feet of the xaghulith that it can see. Failure: The target is pulled up to 10 feet toward the xaghulith and becomes grappled (escape DC 12). While grappled this way, the target is restrained.

REACTIONS

Nerve Jerk. Trigger: A creature the xaghulith is grappling with its Tongues starts its turn. Response: The target makes one melee weapon attack against a creature within 5 feet of it (the xaghulith’s choice).

Xaghulith

Medium • Aberration • Chaotic Evil

Armor Class 17

Hit Points 117 (18d8 + 36)

Speed 30 ft.

Initiative +3 (13)

STRDEXCONINTWISCHA
18 (+4)16 (+3)15 (+2)5 (-3)15 (+2)7 (-2)

Skills Perception +5, Stealth +9

Senses blindsight 30 ft., passive Perception 15

Languages

CR 7 (XP 2,900; PB +3)

A monstrous pale creature with a long tongue, jagged bones, and spikes across its back.

Bloodied - Transmit Pain. While bloodied, a creature grappled by the xaghulith’s Tongues takes psychic damage equal to half the damage dealt to the xaghulith.

Chameleon Skin. The xaghulith can change its skin color (no action required) and has advantage on Dexterity (Stealth) checks while not moving.

Evasion. If the xaghulith is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the save and only half damage if it fails. It can't use this trait if it is incapacitated.

Mimicry. The xaghulith can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. It can force a corpse to make simple movements while it grapples it with its Tongues, such as moving its head or waving its arm. A creature that sees the movements or hears the sounds can tell they are imitations with a successful DC 18 Wisdom (Insight) check.

ACTIONS

Bite. Melee Weapon Attack: +7, reach 5 ft. Hit: 18 (4d6 + 4) piercing damage plus 18 (4d8) psychic damage.

BONUS ACTIONS

Tongues. Strength Saving Throw: DC 15, one Medium or smaller creature within 15 feet of the xaghulith that it can see. Failure: The target is pulled up to 10 feet toward the xaghulith and becomes grappled (escape DC 15). While grappled this way, the target is restrained.

REACTIONS

Nerve Jerk. Trigger: A creature the xaghulith is grappling with its Tongues starts its turn. Response: The target makes one melee weapon attack against a creature within 5 feet of it (the xaghulith’s choice).

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.