Unseen
Medium • Undead • Chaotic Evil
Armor Class 13
Hit Points 36 (8d8)
Speed 0 ft., fly 30 ft. (hover)
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 1 (-5) | 16 (+3) | 11 (+0) | 10 (+0) | 8 (-1) | 16 (+3) |
Skills Stealth +7
Damage Vulnerabilties psychic
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 9
Languages understands all languages it knew in life but can’t speak
CR 3 (XP 700; PB +2)

Finally Immortalized. The unseen tries to possess a Humanoid within 5 feet when it dies. Charisma Saving Throw: DC 13. Failure: The target becomes cursed. While cursed, it assumes the appearance of the unseen (while it was alive), and then the target becomes petrified in that form.
Incorporeal Movement. The unseen can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Invisibility. The unseen is invisible.
Unusual Nature. The unseen doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The unseen makes two Draining Touch attacks.
Draining Touch. Melee Spell Attack: +5, reach 5 ft. Hit: 13 (3d8) necrotic damage and the target's speed is reduced by 10 feet until the end of its next turn.
BONUS ACTIONS
Ghostly Stealth. The unseen takes the Hide action.
Unseen
Medium • Undead • Chaotic Evil
Armor Class 11
Hit Points 14 (4d8 - 4)
Speed 0 ft., fly 30 ft. (hover)
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 1 (-5) | 12 (+1) | 9 (-1) | 10 (+0) | 8 (-1) | 12 (+1) |
Skills Stealth +5
Damage Vulnerabilties psychic
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 9
Languages understands all languages it knew in life but can’t speak
CR 1/2 (XP 100; PB +2)

Finally Immortalized. The unseen tries to possess a Humanoid within 5 feet when it dies. Charisma Saving Throw: DC 11. Failure: The target becomes cursed. While cursed, it assumes the appearance of the unseen (while it was alive).
Incorporeal Movement. The unseen can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Invisibility. The unseen is invisible.
Unusual Nature. The unseen doesn't require air, food, drink, or sleep.
ACTIONS
Draining Touch. Melee Spell Attack: +3, reach 5 ft. Hit: 7 (2d6) necrotic damage, and the target's speed is reduced by 10 feet until the end of its next turn.
BONUS ACTIONS
Ghostly Stealth. The unseen takes the Hide action.
Unseen
Medium • Undead • Chaotic Evil
Armor Class 14
Hit Points 66 (12d8 + 12)
Speed 0 ft., fly 30 ft. (hover)
Initiative +4 (14)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 1 (-5) | 18 (+4) | 13 (+1) | 10 (+0) | 8 (-1) | 18 (+4) |
Skills Stealth +10
Damage Vulnerabilties psychic
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 9
Languages understands all languages it knew in life but can’t speak
CR 6 (XP 2,300; PB +3)

Finally Immortalized. The unseen tries to possess a Humanoid within 5 feet when it dies. Charisma Saving Throw: DC 15. Failure: The target becomes cursed. While cursed, it assumes the appearance of the unseen (while it was alive), and then the target becomes petrified in that form.
Incorporeal Movement. The unseen can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Invisibility. The unseen is invisible.
Unusual Nature. The unseen doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The unseen makes two Draining Touch attacks.
Draining Touch. Melee Spell Attack: +7, reach 5 ft. Hit: 22 (4d10) necrotic damage, and the target's speed is reduced by 10 feet until the end of its next turn.
BONUS ACTIONS
Ghostly Stealth. The unseen takes the Hide action.
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.
