Raincaller
Small or Medium • Humanoid • Any Alignment
Armor Class 12
Hit Points 32 (5d8 + 10)
Speed 30 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 12 (+1) | 14 (+2) | 12 (+1) | 15 (+2) | 11 (+0) |
Saving Throws Str +2
Skills Investigation +3, Nature +3, Survival +4
Gear component pouch, leather, quarterstaff
Senses passive Perception 12
Languages Common, Primordial
CR 1 (XP 200; PB +2)

ACTIONS
Air Burst. Melee or Ranged Spell Attack: +4, reach 5 ft or range 60 ft. Hit: 12 (3d6 + 2) bludgeoning damage and the target is knocked prone.
Spellcasting. The raincaller casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12):
At will: druidcraft, create or destroy water (create water only, and only as rain)
2/day: fog cloud, gust of wind, thunderwave
1/day: call lightning (only in stormy conditions)
BONUS ACTIONS
Tailwind (Recharges after a Rest). A willing creature within 30 feet of the raincaller (including itself) that it can see doubles its movement speed until the end of its next turn.
REACTIONS
Sudden Gale (2/Day). Trigger: The raincaller is targeted with an attack roll. Response: The attack roll is made with disadvantage, and the raincaller moves up to 10 feet without provoking opportunity attacks.
Raincaller
Small or Medium • Humanoid • Any Alignment
Armor Class 12
Hit Points 11 (2d8 + 2)
Speed 30 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 12 (+1) | 12 (+1) | 10 (+0) | 13 (+1) | 10 (+0) |
Skills Investigation +2, Nature +2, Survival +3
Gear component pouch, leather, quarterstaff
Senses passive Perception 11
Languages Common, Primordial
CR 1/8 (XP 25; PB +2)

ACTIONS
Air Burst. Melee or Ranged Spell Attack: +3, reach 5 ft or range 30 ft. Hit: 3 (1d6) bludgeoning damage and the target is knocked prone.
Spellcasting. The raincaller casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 11):
At will: druidcraft, create or destroy water (create water only, and only as rain)
1/day: fog cloud, gust of wind
BONUS ACTIONS
Tailwind (1/Day). A willing creature within 30 feet of the raincaller (including itself) that it can see doubles its movement speed until the end of its next turn.
REACTIONS
Sudden Gale (1/Day). Trigger: The raincaller is targeted with an attack roll. Response: The attack roll is made with disadvantage, and the raincaller moves up to 10 feet without provoking opportunity attacks.
Raincaller
Small or Medium • Humanoid • Any Alignment
Armor Class 14
Hit Points 75 (10d8 + 30)
Speed 30 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 16 (+3) | 14 (+2) | 17 (+3) | 13 (+1) |
Saving Throws Str +3
Skills Investigation +4, Nature +4, Survival +5
Gear component pouch, studded leather, quarterstaff
Senses passive Perception 13
Languages Common, Primordial
CR 4 (XP 1,100; PB +2)

ACTIONS
Multiattack. The raincaller makes two Air Burst attacks.
Air Burst. Melee or Ranged Spell Attack: +5, reach 5 ft or range 90 ft. Hit: 16 (3d8 + 3) bludgeoning damage and the target is knocked prone.
Spellcasting. The raincaller casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):
At will: druidcraft, create or destroy water (create water only, and only as rain)
2/day: fog cloud, gust of wind, thunderwave
1/day: call lightning (only in stormy conditions)
BONUS ACTIONS
Tailwind (Recharges after a Rest). A willing creature within 30 feet of the raincaller (including itself) that it can see doubles its movement speed until the end of its next turn.
REACTIONS
Sudden Gale (Recharges 5-6). Trigger: The raincaller is targeted with an attack roll. Response: The attack roll is made with disadvantage, and the raincaller moves up to 10 feet without provoking opportunity attacks.
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.
