Puvl
Small • Elemental • Neutral
Armor Class 14
Hit Points 18 (4d6 + 4)
Speed 30 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 8 (-1) | 12 (+1) | 7 (-2) | 10 (+0) | 8 (-1) |
Skills Stealth +1
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 30 ft., tremorsense 60 ft., passive Perception 9
Languages Primordial (Terran)
CR 1/2 (XP 100; PB +2)

Stone Camouflage. The puvl has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Unusual Nature. The puvl doesn't require air, food, drink, or sleep.
ACTIONS
Slam. Melee Weapon Attack: +4, reach 5 feet. Hit: 7 (2d4 + 2) bludgeoning damage.
Transmute Rock or Mud. The puvl transmutes a non-magical 5-foot cube of rock within 30 feet of it into mud, or vice versa. The muddy area created this way is difficult terrain. When on a ceiling, the mud falls. Dexterity Saving Throw: DC 11, one creature beneath the falling mud. Failure: 7 (2d6) bludgeoning damage. When the puvl transmutes mud a creature is standing in, the creature becomes restrained until the stone (AC 15, HP 10; vulnerability to bludgeoning damage; immunity to poison and psychic damage) is destroyed or burst by using an action and succeeding on a DC 15 Strength check.
BONUS ACTIONS
Reform Body (1/Day). The puvl regains 1d6 hit points, or 2d6 hit points if it is bloodied. To do so, the puvl must have some mud within 5 feet of it.
Puvl
Small • Elemental • Neutral
Armor Class 12
Hit Points 3 (1d6)
Speed 30 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 8 (-1) | 10 (+0) | 7 (-2) | 10 (+0) | 8 (-1) |
Skills Stealth +1
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 30 ft., tremorsense 60 ft., passive Perception 9
Languages Primordial (Terran)
CR 0 (XP 10; PB +2)

Stone Camouflage. The puvl has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Unusual Nature. The puvl doesn't require air, food, drink, or sleep.
ACTIONS
Slam. Melee Weapon Attack: +2, reach 5 feet. Hit: 1 bludgeoning damage.
Reform Body (1/Day). The puvl regains 1d4 hit points. To do so, the puvl must have some mud within 5 feet of it.
Transmute Rock or Mud. The puvl transmutes a non-magical 5-foot cube of rock within 5 feet of it into mud, or vice versa. The muddy area created this way is difficult terrain. When the puvl transmutes mud a creature is standing in, the creature becomes restrained until the stone (AC 15, HP 5; vulnerability to bludgeoning damage; immunity to poison and psychic damage) is destroyed or burst by using an action and succeeding on a DC 12 Strength check.
Puvl
Small • Elemental • Neutral
Armor Class 16
Hit Points 77 (14d6 + 28)
Speed 30 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 8 (-1) | 14 (+2) | 7 (-2) | 10 (+0) | 8 (-1) |
Skills Stealth +1
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., tremorsense 90 ft., passive Perception 9
Languages Primordial (Terran)
CR 3 (XP 700; PB +2)

Stone Camouflage. The puvl has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Unusual Nature. The puvl doesn't require air, food, drink, or sleep.
ACTIONS
Mutltiattack. The puvl makes two Slam attacks. It can replace one of these attacks for a use of Transmute Rock or Mud.
Slam. Melee Weapon Attack: +5, reach 5 feet. Hit: 10 (2d6 + 3) bludgeoning damage.
Transmute Rock or Mud. The puvl transmutes a non-magical 5-foot cube of rock within 30 feet of it into mud, or vice versa. The muddy area created this way is difficult terrain. When on a ceiling, the mud falls. Dexterity Saving Throw: DC 11, one creature beneath the falling mud. Failure: 10 (3d6) bludgeoning damage. When the puvl transmutes mud a creature is standing in, the creature becomes restrained until the stone (AC 15, HP 10; vulnerability to bludgeoning damage; immunity to poison and psychic damage) is destroyed or burst by using an action and succeeding on a DC 15 Strength check.
BONUS ACTIONS
Reform Body (2/Day). The puvl regains 5 (1d10) hit points, or 11 (2d10) hit points if it is bloodied. To do so, the puvl must have some mud within 5 feet of it.
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.
