Mist Moth
Small • Beast • Unaligned
Armor Class 12
Hit Points 14 (4d6)
Speed 10 ft., fly 30 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 2 (-4) | 14 (+2) | 10 (+0) | 2 (-4) | 6 (-2) | 1 (-5) |
Skills Stealth +4
Senses blindsight 20 ft., passive Perception 8
Languages –
CR 1/4 (XP 50; PB +2)

Hallucinogenic Dust. The area in a 5-foot emanation originating from the moth is lightly obscured. Constitution Saving Throw: DC 10, creatures starting inside the area. Other mist moths are immune to this effect. Failure: The target becomes poisoned until the end of its next turn.
ACTIONS
Antenna. Melee Weapon Attack: +4, reach 5 ft. Hit: 7 (2d6) psychic damage.
BONUS ACTIONS
Deepen Hallucination (1/Day). Wisdom Saving Throw: DC 10, a poisoned creature within 5 feet of the moth that it can see. Failure: The target becomes incapacitated, and its speed is reduced to 0. The effect ends for an affected creature if it takes any damage (other than psychic) or if someone else uses an action to shake the creature out of its stupor.
REACTIONS
Dust Cloud (1/Day). Trigger: The moth takes damage. Response: The moth releases dust that fills a 5-foot-radius sphere centered on itself, and the moth moves up to its speed. The cube is heavily obscured for 1 minute or until a strong wind (such as one created by a gust of wind spell) disperses it.
Mist Moth
Small • Beast • Unaligned
Armor Class 11
Hit Points 3 (1d6)
Speed 10 ft., fly 30 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 2 (-4) | 12 (+1) | 10 (+0) | 2 (-4) | 6 (-2) | 1 (-5) |
Skills Stealth +3
Senses blindsight 10 ft., passive Perception 8
Languages –
CR 0 (XP 10; PB +2)

Hallucinogenic Dust. The area in a 5-foot emanation originating from the moth is lightly obscured. Constitution Saving Throw: DC 10, creatures starting inside the area. Other mist moths are immune to this effect. Failure: The target becomes poisoned until the end of its next turn.
ACTIONS
Antenna. Melee Weapon Attack: +3, reach 5 ft. Hit: 1 psychic damage.
REACTIONS
Dust Cloud (1/Day). Trigger: The moth takes damage. Response: The moth releases dust that fills a 5-foot-radius sphere centered on itself, and the moth moves up to its speed. The cube is heavily obscured for 1 minute or until a strong wind (such as one created by a gust of wind spell) disperses it.
Mist Moth
Small • Beast • Unaligned
Armor Class 13
Hit Points 44 (8d6 + 16)
Speed 10 ft., fly 30 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 2 (-4) | 16 (+3) | 14 (+2) | 2 (-4) | 6 (-2) | 1 (-5) |
Skills Stealth +5
Senses blindsight 30 ft., passive Perception 8
Languages –
CR 2 (XP 450; PB +2)

Hallucinogenic Dust. The area in a 5-foot emanation originating from the moth is lightly obscured. Constitution Saving Throw: DC 12, creatures starting inside the area. Other mist moths are immune to this effect. Failure: The target becomes poisoned until the end of its next turn.
ACTIONS
Multiattack. The moth makes two Antenna attacks.
Antenna. Melee Weapon Attack: +5, reach 5 ft. Hit: 9 (2d8) psychic damage.
BONUS ACTIONS
Deepen Hallucination (2/Day). Wisdom Saving Throw: DC 12, a poisoned creature within 5 feet of the moth that it can see. Failure: The target becomes incapacitated, and its speed is reduced to 0. The effect ends for an affected creature if it takes any damage (other than psychic) or if someone else uses an action to shake the creature out of its stupor.
REACTIONS
Dust Cloud (1/Day). Trigger: The moth takes damage. Response: The moth releases dust that fills a 5-foot-radius sphere centered on itself, and the moth moves up to its speed. The cube is heavily obscured for 1 minute or until a strong wind (such as one created by a gust of wind spell) disperses 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.
