Weave Hound
Medium • Monstrosity • Unaligned
Armor Class 12
Hit Points 60 (11d8 + 11)
Speed 40 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 15 (+2) | 13 (+1) | 6 (-2) | 12 (+1) | 8 (-1) |
Skills Perception +5, Stealth +4
Condition Immunities charmed, exhaustion, petrified
Senses darkvision 60 ft., passive Perception 15
Languages –
CR 4 (XP 1,100; PB +2)

Phasing. The weave hound rolls a d20 at the end of each of your turns. On a roll of 11 or higher, it vanishes from your current plane of existence and appears in the Ethereal Plane. At the start of its next turn, it returns to the nearest unoccupied space it vanished from.
Rejuvenation. Unless killed by with a disintegrate spell or similar magic, the weave hound phases into the Ethereal Plane when it dies and returns to life in 2d10 days with all its hit points.
Sense Magic. The weave hound senses magic within 100 feet of it at will. This trait otherwise works like the detect magic spell, but isn’t itself magical.
Spell Absorption. The weave hound has advantage on saving throws against spells. If it succeeds on such a saving throw, it gains temporary hit points equal to the spell's level.
Unusual Nature. The weave hound doesn't require sleep.
ACTIONS
Multiattack. The weave hound makes one Bite attack and one Claws attack. It can replace the Bite attack with a use of Howl if available.
Bite. Melee Weapon Attack: +5, reach 5 ft. Hit: 19 (3d10 + 3) force damage, and the target must expend one spell slot. If the creature can’t expend or doesn’t have spell slots, it can't cast spells or use magical abilities until the end of its next turn.
Claws. Melee Weapon Attack: +5, reach 5 ft. Hit: 10 (2d6 + 3) slashing damage.
Dispelling Howl (Recharges after a Rest). The weave hound howls in a 30-foot cone, and any spell of level 3 or lower in that area ends.
REACTIONS
Hunger for Magic. Trigger: A creature within 20 feet of the weave hound it can see casts a spell. Response: The weave hound moves up to half its speed and makes a Bite attack against the target before the target finishes its casting. If the target doesn't have spell slots after that attack, the spell fails and is wasted.
Weave Hound
Medium • Monstrosity • Unaligned
Armor Class 11
Hit Points 22 (5d8)
Speed 40 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 13 (+1) | 11 (+0) | 6 (-2) | 10 (+0) | 8 (-1) |
Skills Perception +4, Stealth +3
Condition Immunities charmed, exhaustion, petrified
Senses darkvision 60 ft., passive Perception 14
Languages –
CR 1 (XP 200; PB +2)

Phasing. The weave hound rolls a d20 at the end of each of your turns. On a roll of 11 or higher, it vanishes from your current plane of existence and appears in the Ethereal Plane. At the start of its next turn, it returns to the nearest unoccupied space it vanished from.
Rejuvenation. Unless killed by with a disintegrate spell or similar magic, the weave hound phases into the Ethereal Plane when it dies and returns to life in 2d10 days with all its hit points.
Sense Magic. The weave hound senses magic within 100 feet of it at will. This trait otherwise works like the detect magic spell, but isn’t itself magical.
Spell Absorption. The weave hound has advantage on saving throws against spells. If it succeeds on such a saving throw, it gains temporary hit points equal to the spell's level.
Unusual Nature. The weave hound doesn't require sleep.
ACTIONS
Multiattack. The weave hound makes one Bite attack and one Claws attack. It can replace the Bite attack with a use of Howl if available.
Bite. Melee Weapon Attack: +4, reach 5 ft. Hit: 6 (1d8 + 2) force damage, and the target must expend one spell slot. If the creature can’t expend or doesn’t have spell slots, it can't cast spells or use magical abilities until the end of its next turn.
Claws. Melee Weapon Attack: +4, reach 5 ft. Hit: 5 (1d6 + 2) slashing damage.
Dispelling Howl (1/Day). The weave hound howls in a 15-foot cone, and any spell of level 2 or lower in that area ends.
REACTIONS
Hunger for Magic. Trigger: A creature within 20 feet of the weave hound it can see casts a spell. Response: The weave hound moves up to half its speed and makes a Bite attack against the target before the target finishes its casting. If the target doesn't have spell slots after that attack, the spell fails and is wasted.
Weave Hound
Medium • Monstrosity • Unaligned
Armor Class 13
Hit Points 110 (17d8 + 34)
Speed 40 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 17 (+3) | 15 (+2) | 6 (-2) | 14 (+2) | 8 (-1) |
Skills Perception +8, Stealth +7
Condition Immunities charmed, exhaustion, petrified
Senses darkvision 60 ft., passive Perception 18
Languages –
CR 7 (XP 2,900; PB +3)

Phasing. The weave hound rolls a d20 at the end of each of your turns. On a roll of 11 or higher, it vanishes from your current plane of existence and appears in the Ethereal Plane. At the start of its next turn, it returns to the nearest unoccupied space it vanished from.
Rejuvenation. Unless killed by with a disintegrate spell or similar magic, the weave hound phases into the Ethereal Plane when it dies and returns to life in 2d10 days with all its hit points.
Sense Magic. The weave hound senses magic within 100 feet of it at will. This trait otherwise works like the detect magic spell, but isn’t itself magical.
Spell Absorption. The weave hound has advantage on saving throws against spells. If it succeeds on such a saving throw, it gains temporary hit points equal to the spell's level.
Unusual Nature. The weave hound doesn't require sleep.
ACTIONS
Multiattack. The weave hound makes one Bite attack and one Claws attack. It can replace the Bite attack with a use of Howl if available.
Bite. Melee Weapon Attack: +7, reach 5 ft. Hit: 30 (4d12 + 4) force damage, and the target must expend one spell slot. If the creature can’t expend or doesn’t have spell slots, it can't cast spells or use magical abilities until the end of its next turn.
Claws. Melee Weapon Attack: +7, reach 5 ft. Hit: 18 (4d6 + 4) slashing damage.
Dispelling Howl (Recharges after a Rest). The weave hound howls in a 30-foot cone, and any spell of level 4 or lower in that area ends.
REACTIONS
Hunger for Magic. Trigger: A creature within 40 feet of the weave hound it can see casts a spell. Response: The weave hound moves up to its speed and makes a Bite attack against the target before the target finishes its casting. If the target doesn't have spell slots after that attack, the spell fails and is wasted.
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.
