Cannibal Shaman
Small or Medium • Humanoid • Any Alignment
Armor Class 14
Hit Points 91 (14d8 + 28)
Speed 30 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 16 (+3) | 14 (+2) | 14 (+2) | 17 (+3) | 14 (+2) |
Saving Throws Int +5, Wis +6, Cha +5
Skills Acrobatics +6, Medicine +6, Nature +5, Perception +6, Survival +6
Gear dagger, leather, quarterstaff
Senses passive Perception 16
Languages Common
CR 5 (XP 1,800; PB +3)

Fearless. The cannibal has advantage on saving throws against being frightened.
Pack Tactics. The cannibal has advantage on an attack roll against a creature if at least one of the cannibal's allies is within 5 feet of the creature and the ally isn't incapacitated.
ACTIONS
Multiattack. The cannibal makes two attacks. It can replace one of these attacks with a use of Grab and Bite or Spellcasting.
Ceremonial Dagger. Melee or Ranged Weapon Attack: +6, reach 5 ft or range 20/60 ft. Hit: 5 (1d4 + 3) slashing damage plus 14 (4d6) psychic damage. If the target is concentrating on a spell, it has disadvantage on the saving throw it makes to maintain its concentration.
Grab and Bite. Strength Saving Throw: DC 13, one creature within 5 feet of the cannibal that it can see. Failure: 4 (1d4 + 2) piercing damage plus 9 (2d8) psychic damage, and the target becomes grappled (escape DC 13). Further, the target’s hit dice maximum is reduced by 1, and it can’t cast spells until the end of its next turn. The target dies if this reduces its hit dice maximum to 0. Otherwise, the reduction lasts until the target finishes a long rest.
Spellcasting. The cannibal casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14):
At will: longstrider
2/day: hold person, pass without trace
1/day: polymorph (only self or allies and only carnivorous Beasts)
BONUS ACTIONS
Frenzy. The cannibal targets one allied creature within 30 feet of it that the cannibal can see. The target can use its reaction to make a melee attack. When it does so, attacks have advantage against the target until the end of its next turn.
REACTIONS
Cannibalism. Trigger: The cannibal reduces a creature to 0 hit points. Response: The cannibal uses its Grab and Bite against the target.
Cannibal Shaman
Small or Medium • Humanoid • Any Alignment
Armor Class 13
Hit Points 44 (8d8 + 8)
Speed 30 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 14 (+2) | 12 (+1) | 12 (+1) | 15 (+2) | 12 (+1) |
Saving Throws Wis +4, Cha +3
Skills Acrobatics +4, Medicine +4, Nature +4, Perception +4, Survival +4
Gear dagger, leather, quarterstaff
Senses passive Perception 14
Languages Common
CR 2 (XP 450; PB +2)

Fearless. The cannibal has advantage on saving throws against being frightened.
Pack Tactics. The cannibal has advantage on an attack roll against a creature if at least one of the cannibal's allies is within 5 feet of the creature and the ally isn't incapacitated.
ACTIONS
Multiattack. The cannibal makes two attacks. It can replace one of these attacks with a use of Grab and Bite or Spellcasting.
Ceremonial Dagger. Melee or Ranged Weapon Attack: +4, reach 5 ft or range 20/60 ft. Hit: 4 (1d4 + 2) slashing damage plus 4 (1d8) psychic damage. If the target is concentrating on a spell, it has disadvantage on the saving throw it makes to maintain its concentration.
Grab and Bite. Strength Saving Throw: DC 11, one creature within 5 feet of the cannibal that it can see. Failure: 3 (1d4 + 1) piercing damage plus 3 (1d6) psychic damage, and the target becomes grappled (escape DC 11). Further, the target’s hit dice maximum is reduced by 1, and it can’t cast spells until the end of its next turn. The target dies if this reduces its hit dice maximum to 0. Otherwise, the reduction lasts until the target finishes a long rest.
Spellcasting. The cannibal casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12):
At will: longstrider
1/day: hold person, pass without trace
BONUS ACTIONS
Frenzy. The cannibal targets one allied creature within 30 feet of it that the cannibal can see. The target can use its reaction to make a melee attack. When it does so, attacks have advantage against the target until the end of its next turn.
REACTIONS
Cannibalism. Trigger: The cannibal reduces a creature to 0 hit points. Response: The cannibal uses its Grab and Bite against the target.
Cannibal Shaman
Small or Medium • Humanoid • Any Alignment
Armor Class 16
Hit Points 135 (18d8 + 54)
Speed 30 ft.
Initiative +4 (14)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 18 (+4) | 16 (+3) | 16 (+3) | 19 (+4) | 16 (+3) |
Saving Throws Int +6, Wis +7, Cha +6
Skills Acrobatics +7, Medicine +7, Nature +6, Perception +7, Survival +7
Gear dagger, quarterstaff, studded leather
Senses passive Perception 17
Languages Common
CR 8 (XP 3,900; PB +3)

Fearless. The cannibal has advantage on saving throws against being frightened.
Pack Tactics. The cannibal has advantage on an attack roll against a creature if at least one of the cannibal's allies is within 5 feet of the creature and the ally isn't incapacitated.
ACTIONS
Multiattack. The cannibal makes two attacks. It can replace one of these attacks with a use of Grab and Bite or Spellcasting.
Ceremonial Dagger. Melee or Ranged Weapon Attack: +7, reach 5 ft or range 20/60 ft. Hit: 6 (1d4 + 4) slashing damage plus 22 (4d10) psychic damage. If the target is concentrating on a spell, it has disadvantage on the saving throw it makes to maintain its concentration.
Grab and Bite. Strength Saving Throw: DC 14, one creature within 5 feet of the cannibal that it can see. Failure: 5 (1d4 + 3) piercing damage plus 18 (4d8) psychic damage, and the target becomes grappled (escape DC 14). Further, the target’s hit dice maximum is reduced by 1, and it can’t cast spells until the end of its next turn. The target dies if this reduces its hit dice maximum to 0. Otherwise, the reduction lasts until the target finishes a long rest.
Spellcasting. The cannibal casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):
At will: longstrider
2/day: hold person, pass without trace, polymorph (only self or allies and only carnivorous Beasts)
BONUS ACTIONS
Frenzy. The cannibal targets one allied creature within 60 feet of it that the cannibal can see. The target can use its reaction to make a melee attack. When it does so, attacks have advantage against the target until the end of its next turn.
REACTIONS
Cannibalism. Trigger: The cannibal reduces a creature to 0 hit points. Response: The cannibal uses its Grab and Bite against the target.
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.
