Desecrated Idol
Tiny or Small • Construct • Chaotic Evil
Armor Class 15
Hit Points 55 (10d6 + 20)
Speed 0 ft.
Initiative -5 (5)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 1 (-5) | 1 (-5) | 15 (+2) | 1 (-5) | 1 (-5) | 16 (+3) |
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, petrified, poisoned, prone, stunned, unconscious
Senses blindsight 60 ft., passive Perception 5
Languages understands one language but can't speak
CR 1 (XP 1,100; PB +2)

Damage Transfer. While it is using its Dominate ability on one or multiple creatures, all damage dealt to the idol is equally split between the idol and those creatures.
False Appearance. If the idol is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the idol move or act, that creature must succeed on a DC 15 Intelligence (Investigation) check to discern that the idol is animate.
Immutable Form. The idol can't shape-shift.
Greater Magic Resistance. The idol automatically succeeds on saving throws against spells and other magical effects, and the attack rolls of spells automatically miss it.
Unusual Nature. The idol doesn't require air, food, drink, or sleep.
ACTIONS
Tempt. Wisdom Saving Throw: DC 13, one creature with an Intelligence score of 6 or higher within 60 feet that the idol can see. Failure: The target becomes charmed by the idol. The target can repeat the save at the end of each of its turns whenever it takes damage or when it ends its turn further away than 30 feet from the idol. While charmed, the target covets the idol and wants to carry it on their person. If another creature carries the idol, the target tries to steal it from that creature's possession.
Dominate. Wisdom Saving Throw: DC 13, one creature charmed by the idol. Failure: The idol precisely controls what the creature does on its next turn.
Desecrated Idol
Tiny or Small • Construct • Chaotic Evil
Armor Class 13
Hit Points 22 (5d6 + 5)
Speed 0 ft.
Initiative -5 (5)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 1 (-5) | 1 (-5) | 13 (+1) | 1 (-5) | 1 (-5) | 14 (+2) |
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, petrified, poisoned, prone, stunned, unconscious
Senses blindsight 60 ft., passive Perception 5
Languages understands one language but can't speak
CR 1 (XP 200, PB +2)

Damage Transfer. While it is using its Dominate ability on one or multiple creatures, all damage dealt to the idol is equally split between the idol and those creatures.
False Appearance. If the idol is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the idol move or act, that creature must succeed on a DC 15 Intelligence (Investigation) check to discern that the idol is animate.
Immutable Form. The idol can't shape-shift.
Greater Magic Resistance. The idol automatically succeeds on saving throws against spells and other magical effects, and the attack rolls of spells automatically miss it.
Unusual Nature. The idol doesn't require air, food, drink, or sleep.
ACTIONS
Tempt. Wisdom Saving Throw: DC 13, one creature with an Intelligence score of 6 or higher within 60 feet that the idol can see. Failure: The target becomes charmed by the idol. The target can repeat the save at the end of each of its turns whenever it takes damage or when it ends its turn further away than 30 feet from the idol. While charmed, the target covets the idol and wants to carry it on their person. If another creature carries the idol, the target tries to steal it from that creature's possession.
Dominate. Wisdom Saving Throw: DC 13, one creature charmed by the idol. Failure: The idol precisely controls what the creature does on its next turn.
Desecrated Idol
Tiny or Small • Construct • Chaotic Evil
Armor Class 17
Hit Points 84 (13d6 + 39)
Speed 0 ft.
Initiative -5 (5)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 1 (-5) | 1 (-5) | 16 (+3) | 1 (-5) | 1 (-5) | 18 (+4) |
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, petrified, poisoned, prone, stunned, unconscious
Senses blindsight 60 ft., passive Perception 5
Languages understands one language but can't speak
CR 7 (XP 2,900; PB +3)

Damage Transfer. While it is using its Dominate ability on one or multiple creatures, all damage dealt to the idol is equally split between the idol and those creatures.
False Appearance. If the idol is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the idol move or act, that creature must succeed on a DC 15 Intelligence (Investigation) check to discern that the idol is animate.
Immutable Form. The idol can't shape-shift.
Greater Magic Resistance. The idol automatically succeeds on saving throws against spells and other magical effects, and the attack rolls of spells automatically miss it.
Unusual Nature. The idol doesn't require air, food, drink, or sleep.
ACTIONS
Tempt. Wisdom Saving Throw: DC 15, one creature with an Intelligence score of 6 or higher within 60 feet that the idol can see. Failure: The target becomes charmed by the idol. The target can repeat the save at the end of each of its turns whenever it takes damage or when it ends its turn further away than 30 feet from the idol. While charmed, the target covets the idol and wants to carry it on their person. If another creature carries the idol, the target tries to steal it from that creature's possession.
Dominate. Wisdom Saving Throw: DC 15, one creature charmed by the idol. Failure: The idol precisely controls what the creature does on its next turn.
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.
