Psithalide Vanguard

Medium • Monstrosity • Lawful Neutral

Armor Class 15

Hit Points 58 (9d8 + 18)

Speed 30 ft.

Initiative +1 (11)

STRDEXCONINTWISCHA
15 (+2)12 (+1)15 (+2)10 (+0)13 (+1)10 (+0)

Saving Throws Dex +3, Int +2

Skills Perception +3

Damage Resistances lightning, psychic

Senses darkvision 60 ft., passive Perception 13

Languages telepathy 60 ft.

CR 3 (XP 700; PB +2)

A massive arachnid construct with a stinger tail and a luminous purple energy core.

Static Telepathic Noise. Wisdom Saving Throw: DC 11 (with disadvantage if the creature is within the aura of multiple psithalides), any creature (except a psithalide) that starts its turn in a 10-foot emanation originating from the psithalide. Failure: The target becomes deafened until the start of its next turn.

Bloodied - Frenzy. While bloodied, the psithalide has advantage on its attack rolls.

ACTIONS

Multiattack. The psithalide makes one Pincers and one Nerve Shock attack. It can use its Sting before or after these attacks.

Pincers. Melee Weapon Attack: +4, reach 5 ft. Hit: 5 (1d6 + 2) piercing damage, and the target is grappled (escape DC 12).

Nerve Shock. Melee Weapon Attack: +4, reach 5 ft. Hit: 7 (2d6) lightning damage plus 7 (2d6) psychic damage. If this attack scores a critical hit, the target becomes stunned until the end of its next turn.

Sting. Dexterity Saving Throw: DC 12, one creature within 10 feet of the psithalide that it can see. Failure: 6 (1d8 + 2) piercing damage, and the target becomes poisoned until the end of its next turn. While poisoned this way, it has disadvantage on Intelligence and Wisdom saving throws.

BONUS ACTIONS

Telekinetic Charge (1/Day). The vanguard moves up to its speed in a straight line without provoking attacks of opportunity. Strength Saving Throw: DC 11, each creature in its path. Failure: The target is pushed to an adjacent space. Success: The psithalide's movement stops in front of the target.

Psithalide Vanguard

Medium • Monstrosity • Lawful Neutral

Armor Class 14

Hit Points 22 (4d8 + 4)

Speed 30 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
13 (+1)10 (+0)13 (+1)10 (+0)11 (+0)10 (+0)

Skills Perception +2

Damage Resistances lightning, psychic

Senses darkvision 60 ft., passive Perception 12

Languages telepathy 60 ft.

CR 1/2 (XP 100; PB +2)

A massive arachnid construct with a stinger tail and a luminous purple energy core.

Static Telepathic Noise. Wisdom Saving Throw: DC 10 (with disadvantage if the creature is within the aura of multiple psithalides), any creature (except a psithalide) that starts its turn in a 5-foot emanation originating from the psithalide. Failure: The target becomes deafened until the start of its next turn.

Bloodied - Frenzy. While bloodied, the psithalide has advantage on its attack rolls.

ACTIONS

Multiattack. The psithalide makes one Pincers and one Nerve Shock attack. It can use its Sting before or after these attacks.

Pincers. Melee Weapon Attack: +3, reach 5 ft. Hit: 3 (1d4 + 1) piercing damage, and the target is grappled (escape DC 11).

Nerve Shock. Melee Weapon Attack: +3, reach 5 ft. Hit: 2 (1d4) lightning damage plus 2 (1d4) psychic damage. If this attack scores a critical hit, the target becomes stunned until the end of its next turn.

Sting. Dexterity Saving Throw: DC 11, one creature within 10 feet of the psithalide that it can see. Failure: 1 piercing damage, and the target becomes poisoned until the end of its next turn. While poisoned this way, it has disadvantage on Intelligence and Wisdom saving throws.

BONUS ACTIONS

Telekinetic Charge (1/Day). The vanguard moves up to its speed in a straight line without provoking attacks of opportunity. Strength Saving Throw: DC 11, each creature in its path. Failure: The target is pushed to an adjacent space. Success: The psithalide's movement stops in front of the target.

Psithalide Vanguard

Medium • Monstrosity • Lawful Neutral

Armor Class 16

Hit Points 105 (14d8 + 42)

Speed 30 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
17 (+3)14 (+2)17 (+3)10 (+0)15 (+2)10 (+0)

Saving Throws Dex +5, Int +3

Skills Perception +5

Damage Resistances lightning, psychic

Senses darkvision 60 ft., passive Perception 15

Languages telepathy 60 ft.

CR 6 (XP 2,300; PB +3)

A massive arachnid construct with a stinger tail and a luminous purple energy core.

Static Telepathic Noise. Wisdom Saving Throw: DC 13 (with disadvantage if the creature is within the aura of multiple psithalides), any creature (except a psithalide) that starts its turn in a 10-foot emanation originating from the psithalide. Failure: The target becomes deafened until the start of its next turn.

Bloodied - Frenzy. While bloodied, the psithalide has advantage on its attack rolls.

ACTIONS

Multiattack. The psithalide makes one Pincers and one Nerve Shock attack. It can use its Sting before or after these attacks.

Pincers. Melee Weapon Attack: +6, reach 5 ft. Hit: 10 (2d6 + 3) piercing damage, and the target is grappled (escape DC 14).

Nerve Shock. Melee Weapon Attack: +6, reach 5 ft. Hit: 10 (3d6) lightning damage plus 10 (3d6) psychic damage. If this attack scores a critical hit, the target becomes stunned until the end of its next turn.

Sting. Dexterity Saving Throw: DC 14, one creature within 10 feet of the psithalide that it can see. Failure: 12 (2d8 + 3) piercing damage, and the target becomes poisoned until the end of its next turn. While poisoned this way, it has disadvantage on Intelligence and Wisdom saving throws.

BONUS ACTIONS

Telekinetic Charge (2/Day). The vanguard moves up to its speed in a straight line without provoking attacks of opportunity. Strength Saving Throw: DC 14, each creature in its path. Failure: The target is pushed to an adjacent space. Success: The psithalide's movement stops in front of the target.

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.