Wicker
Large • Fey • Neutral
Armor Class 15
Hit Points 199 (21d10 + 84)
Speed 30 ft.
Initiative +7 (17)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 16 (+3) | 19 (+4) | 16 (+3) | 18 (+4) | 19 (+4) |
Saving Throws Int +7, Wis +8, Cha +8
Skills Insight +12, Perception +8
Damage Resistances psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, unconscious
Senses truesight 60 ft., passive Perception 18
Languages understands all but can’t speak, telepathy 120 ft.
CR 11 (XP 7,200 or 8,400 in Lair; PB +4)

Immutable Form. The wicker is immune to any spell or effect that would alter its form.
Mask The Pain (3/Day, 4/Day in Lair). If the wicker fails a saving throw, it can choose to succeed instead. When it does so, it can’t use one mask of its choice until it finishes a long rest.
Perfect Orientation. The wicker always knows the most optimal way to the destination it chooses.
Rejuvenation. If it dies, the wicker returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.
Shielded Mind. The wicker is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.
Spiritual Awareness. The wicker knows if it hears a lie.
ACTIONS
Multiattack. The wicker makes two Claw attacks.
Claw. Melee Weapon Attack: +7, reach 5 ft. Hit: 13 (3d6 + 3) slashing damage.
BONUS ACTIONS
Mask Stare. One of the wicker’s four masks stares at a creature within 60 feet of the wicker that it can see. It chooses one of the following effects:
- Mask of Fear. Wisdom Saving Throw: DC 16. Failure: The target becomes frightened until the end of its next turn.
- Mask of Burden. Strength Saving Throw: DC 16. Failure: The target is knocked prone and can't stand up until the end of its next turn.
- Mask of Reverence. Charisma Saving Throw: DC 16. Failure: The target becomes charmed until the end of its next turn.
- Mask of Resignation. Intelligence Saving Throw: DC 16, one creature affected by the effect of another Mask. Failure: 19 (3d12) psychic damage. Success: Half damage.
LEGENDARY ACTIONS
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the wicker can expend a use to take one of the following actions. The wicker regains all expended uses at the start of each of its turns.
Claw. The wicker makes one Claw attack.
Peripheral Gaze. The wicker uses its Mask Stare.
Wicker
Large • Fey • Neutral
Armor Class 14
Hit Points 170 (20d10 + 60)
Speed 30 ft.
Initiative +5 (15)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 14 (+2) | 17 (+3) | 14 (+2) | 16 (+3) | 17 (+3) |
Saving Throws Int +5, Wis +6, Cha +6
Skills Insight +9, Perception +6
Damage Resistances psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, unconscious
Senses truesight 60 ft., passive Perception 16
Languages understands all but can’t speak, telepathy 120 ft.
CR 8 (XP 3,900 or 5,000 in lair; PB +3)

Immutable Form. The wicker is immune to any spell or effect that would alter its form.
Mask The Pain (2/Day, 3/Day in Lair). If the wicker fails a saving throw, it can choose to succeed instead. When it does so, it can’t use one mask of its choice until it finishes a long rest.
Perfect Orientation. The wicker always knows the most optimal way to the destination it chooses.
Rejuvenation. If it dies, the wicker returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.
Shielded Mind. The wicker is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.
Spiritual Awareness. The wicker knows if it hears a lie.
ACTIONS
Multiattack. The wicker makes two Claw attacks.
Claw. Melee Weapon Attack: +5, reach 5 ft. Hit: 11 (2d8 + 2) slashing damage.
BONUS ACTIONS
Mask Stare. One of the wicker’s four masks stares at a creature within 60 feet of the wicker that it can see. It chooses one of the following effects:
- Mask of Fear. Wisdom Saving Throw: DC 14. Failure: The target becomes frightened until the end of its next turn.
- Mask of Burden. Strength Saving Throw: DC 14. Failure: The target is knocked prone and can't stand up until the end of its next turn.
- Mask of Reverence. Charisma Saving Throw: DC 14. Failure: The target becomes charmed until the end of its next turn.
- Mask of Resignation. Intelligence Saving Throw: DC 14, one creature affected by the effect of another Mask. Failure: 13 (2d12) psychic damage. Success: Half damage.
LEGENDARY ACTIONS
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the wicker can expend a use to take one of the following actions. The wicker regains all expended uses at the start of each of its turns.
Claw. The wicker makes one Claw attack.
Peripheral Gaze. The wicker uses its Mask Stare.
Wicker
Large • Fey • Neutral
Armor Class 16
Hit Points 231 (22d10 + 110)
Speed 30 ft.
Initiative +9 (19)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 18 (+4) | 21 (+5) | 18 (+4) | 20 (+5) | 21 (+5) |
Saving Throws Int +9, Wis +10, Cha +10
Skills Insight +15, Perception +10
Damage Resistances psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, unconscious
Senses truesight 60 ft., passive Perception 20
Languages understands all but can’t speak, telepathy 120 ft.
CR 14 (XP 11,500 or 13,000 in lair; PB +5)

Immutable Form. The wicker is immune to any spell or effect that would alter its form.
Mask The Pain (3/Day, 4/Day in Lair). If the wicker fails a saving throw, it can choose to succeed instead. When it does so, it can’t use one mask of its choice until it finishes a long rest.
Perfect Orientation. The wicker always knows the most optimal way to the destination it chooses.
Rejuvenation. If it dies, the wicker returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.
Shielded Mind. The wicker is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.
Spiritual Awareness. The wicker knows if it hears a lie.
ACTIONS
Multiattack. The wicker makes two Claw attacks.
Claw. Melee Weapon Attack: +9, reach 5 ft. Hit: 18 (4d6 + 4) slashing damage.
BONUS ACTIONS
Mask Stare. One of the wicker’s four masks stares at a creature within 60 feet of the wicker that it can see. It chooses one of the following effects:
- Mask of Fear. Wisdom Saving Throw: DC 18. Failure: The target becomes frightened until the end of its next turn.
- Mask of Burden. Strength Saving Throw: DC 18. Failure: The target is knocked prone and can't stand up until the end of its next turn.
- Mask of Reverence. Charisma Saving Throw: DC 18. Failure: The target becomes charmed until the end of its next turn.
- Mask of Resignation. Intelligence Saving Throw: DC 18, one creature affected by the effect of another Mask. Failure: 26 (4d12) psychic damage. Success: Half damage.
LEGENDARY ACTIONS
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the wicker can expend a use to take one of the following actions. The wicker regains all expended uses at the start of each of its turns.
Claw. The wicker makes one Claw attack.
Peripheral Gaze. The wicker uses its Mask Stare.
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.
