Reliquary Parasite

Tiny • Monstrosity • Unaligned

Armor Class 12

Hit Points 31 (7d4 + 14)

Speed 30 ft., climb 30 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
7 (-2)14 (+2)14 (+2)7 (-2)12 (+1)8 (-1)

Skills Arcana +2, Perception +3, Stealth +4

Senses darkvision 60 ft., passive Perception 13

Languages -

CR 1 (XP 200; PB +2)

Limited Magic Immunity. The parasite can't be affected or detected by spells of 2nd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Spider Climb. The parasite can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Twisted Properties. While inhabiting a magical item, the parasite empowers one trait of it and adds a downside to it. For example, a weapon could gain a +1 modifier to attack rolls and - 1 modifier to damage rolls. The exact change it decided by the GM.

ACTIONS

Bite. Melee Weapon Attack: +4, reach 5 ft. Hit: 12 (3d6 + 2) force damage.

Inhabit Object (Recharge 6). The parasite merges with the Small or Tiny object, leaving behind a faint stain that cannot be removed by mundane means. While inside a object, parasite can't be targeted by any attack, spell, or other effect. A mundane object inhabited by the parasite radiates a faint aura of enchantment to spells and effects that detect magic. If the object is targeted by a dispel magic or remove curse spell, the parasite is ejected from the object to an unoccupied space within 5 feet of it.

Leech Connection (1/Day). Constitution Saving Throw: 12, the creature attuned to the magical item that the parasite is inhabiting. Failure: The target must end its attunement to the item or gain 1 level of exhaustion. Failure or Success: For 10 days, cumulatively, the parasite's maximum hit points increase by 3, and it deals an additional 1 force damage on its Bite.

Reliquary Parasite

Tiny • Monstrosity • Unaligned

Armor Class 11

Hit Points 10 (3d4 + 3)

Speed 20 ft., climb 20 ft.

Initiative +1 (11)

STRDEXCONINTWISCHA
7 (-2)12 (+1)12 (+1)7 (-2)10 (+0)8 (-1)

Skills Arcana +0, Perception +2, Stealth +3

Senses darkvision 60 ft., passive Perception 12

Languages -

CR 1/8 (XP 25; PB +2)

Limited Magic Immunity. The parasite can't be affected or detected by spells of 1st level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Spider Climb. The parasite can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Twisted Properties. While inhabiting a magical item, the parasite empowers one trait of it and adds a downside to it. For example, a weapon could gain a +1 modifier to attack rolls and - 1 modifier to damage rolls. The exact change it decided by the GM.

ACTIONS

Bite. Melee Weapon Attack: +3, reach 5 ft. Hit: 3 (1d4 + 1) force damage.

Inhabit Object (Recharge 6). The parasite merges with the Small or Tiny object, leaving a barely visible stain that can't be scrubbed off. While inside a object, parasite can't be targeted by any attack, spell, or other effect and if it is an mundane object, it is affected by the magic aura spell, displaying a faint aura of enchantment. If the object is targeted by a dispel magic or remove curse spell, the parasite is ejected from the object to an unoccupied space within 5 feet of it.

Leech Connection (1/Day). Constitution Saving Throw: 11, the creature attuned to the magical item that the parasite is inhabiting. Failure: The target must end its attunement to the item or gain 1 level of exhaustion. Failure or Success: For 10 days, cumulatively, the parasite's maximum hit points increase by 1.

Reliquary Parasite

Tiny • Monstrosity • Unaligned

Armor Class 13

Hit Points 66 (12d4 + 36)

Speed 20 ft., climb 20 ft.

Initiative +3 (13)

STRDEXCONINTWISCHA
7 (-2)16 (+3)16 (+3)7 (-2)14 (+2)8 (-1)

Skills Arcana +0, Perception +4, Stealth +5

Senses darkvision 60 ft., passive Perception 14

Languages -

CR 4 (XP 1,100; PB +2)

Limited Magic Immunity. The parasite can't be affected or detected by spells of 3rd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Spider Climb. The parasite can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Twisted Properties. While inhabiting a magical item, the parasite empowers one trait of it and adds a downside to it. For example, a weapon could gain a +1 modifier to attack rolls and - 1 modifier to damage rolls. The exact change it decided by the GM.

ACTIONS

Bite. Melee Weapon Attack: +5, reach 5 ft. Hit: 25 (4d10 + 3) force damage.

Inhabit Object (Recharge 5-6). The parasite merges with the Small or Tiny object, leaving a barely visible stain that can't be scrubbed off. While inside a object, parasite can't be targeted by any attack, spell, or other effect and if it is an mundane object, it is affected by the magic aura spell, displaying a faint aura of enchantment. If the object is targeted by a dispel magic or remove curse spell, the parasite is ejected from the object to an unoccupied space within 5 feet of it.

Leech Connection (1/Day). Constitution Saving Throw: 13, the creature attuned to the magical item that the parasite is inhabiting. Failure: The target must end its attunement to the item or gain 1 level of exhaustion. Failure or Success: For 10 days, cumulatively, the parasite's maximum hit points increase by 5, and it deals an additional 2 force damage on its Bite.

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.