Six legs, ending in massive, three-fingered humanoid hands, support a headless horse‐like torso. The front of this creature’s mass opens into a huge tripartite maw filled with jagged, web-shrouded ridges, dripping a caustic substance.

Bottomless Hunger. A parzz’val has enough intelligence to reason and problem‐solve, but they are largely guided by their monstrous appetites. Witnesses to the aftermath of a parzz’val attack claim to have seen one of the gluttonous creatures consume two horses and at least a dozen adult men in the space of an hour. Parzz’vals prefer live prey but are not above eating carrion if their preferred meal isn’t available.

Ambush Hunters. Despite, or perhaps because of, their enormous hunger, parzz’vals are excellent at taking their prey by surprise. Coloration between parzz’vals varies slightly, but they trend toward sandy browns and stony greys. A parzz’val can wait patiently for hours for the ideal time to strike if they anticipate a meal awaits as a reward.


Large aberration, chaotic evil
Armor Class 15
Hit Points 178 (17d10 + 85)
Speed 50 ft.
21 (+5) 16 (+3) 20 (+5) 5 (-3) 10 (+0) 7 (−2)

Saving Throws Con +7
Skills Stealth +6
Damage Vulnerabilities thunder
Damage Immunities acid; bludgeoning, piercing, and slashing from nonmagical weapons.
Condition Immunities blinded, charmed, unconscious
Senses blindsense 120 ft., passive Perception 10
Languages Void Speech
Challenge 8 (3,900 XP)

Caustic Web (Recharge 5–6). As a bonus action, the parzz’val can carpet a 10-foot square with sticky, acidic webbing to a height of 3 feet. The webbing is considered difficult terrain. A creature standing in the webbing at the start of its turn takes 18 (4d8) acid damage or half that if it succeeds at a DC 15 Dexterity saving throw. The webs persist for 1 minute before collapsing. The parzz’val’s movement is unaffected by the webs it or other parzz’vals create.

Pummel. If the parzz’val deals damage to a creature with four melee attacks in one round, it has advantage on all melee attacks it makes against that creature in the next round.

Regeneration. The parzz’val regains 10 hit points at the start of its turn. If the parzz’val takes thundering damage, this trait doesn’t function at the start of its next turn. The parzz’val only dies if it starts its turn with 0 hit points and does not regenerate.


Multiattack. The parzz’val makes four oversized fist attacks.

Oversized Fist. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Oversized Maw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) piercing damage.


Swallow Whole. If the parzz’val deals damage to a Medium or smaller creature with its oversized maw attack, the creature must succeed on a DC 16 Strength or Dexterity saving throw or be swallowed by the parzz’val.

While swallowed, the creature is blinded and restrained, it has total cover against attacks and effects outside the parzz’val, and it takes 36 (8d8) acid damage at the start of the parzz’val’s turns. If the parzz’val takes 30 damage or more from a creature inside it, the parzz’val must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone into a space within 10 feet of the parzz’val. If the parzz’val dies, the swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, falling prone.

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