Adaman

Small • Fey • Chaotic Evil

Armor Class 12

Hit Points 40 (9d6 + 9)

Speed 15 ft., fly 30 (hover)

Initiative +2 (12)

STRDEXCONINTWISCHA
14 (+2)14 (+2)12 (+1)9 (-1)13 (+1)16 (+3)

Saving Throws Dex +4

Skills Acrobatics +3, Performance +5, Sleight of Hand +3

Senses darkvision 60 ft., passive Perception 11

Languages Sylvan

CR 2 (XP 450; PB +2)

A humanoid figure made of porous, plant-like material with hollow holes throughout its body and limbs.

Evasion. If the adaman is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the adaman instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Maddening Dance. When the adaman takes the Dodge action, it spins and swirls its body in the wind. Wisdom Saving Throw: DC 13 (with disadvantage if the adaman is in a wind of moderate or greater speed (at least 10 miles per hour)), each Humanoid that starts their turn in a 30-foot emanation originating from the adaman. Failure: The target becomes charmed until the end of its turn. While charmed this way, a target uses its action to harm itself as much as possible. Success: The target becomes immune to this ability for 24 hours.

ACTIONS

Multiattack. The adaman makes four Slap attacks.

Slap. Melee Weapon Attack: +4, reach 5 ft. Hit: 4 (1d4 + 2) bludgeoning damage.

Luring Tune. Wisdom Saving Throw: DC 13, one Humanoid within 150 feet of the adaman that isn’t deafened. Failure: The target becomes charmed for 1 minute. While charmed, the target must take the Dash action to move as close as possible to the adaman. The target is no longer charmed when it can't move any closer or takes any damage. Success: The target becomes immune to this ability for 24 hours.

Adaman

Small • Fey • Chaotic Evil

Armor Class 11

Hit Points 14 (4d6)

Speed 15 ft., fly 30 (hover)

Initiative +1 (11)

STRDEXCONINTWISCHA
12 (+1)12 (+1)11 (+0)7 (-2)11 (+0)13 (+1)

Skills Acrobatics +3, Performance +5, Sleight of Hand +3

Senses darkvision 60 ft., passive Perception 10

Languages Sylvan

CR 1/4 (XP 50; PB +2)

A humanoid figure made of porous, plant-like material with hollow holes throughout its body and limbs.

Evasion. If the adaman is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the adaman instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Maddening Dance. When the adaman takes the Dodge action, it spins and swirls its body in the wind. Wisdom Saving Throw: DC 11 (with disadvantage if the adaman is in a wind of moderate or greater speed (at least 10 miles per hour)), each Humanoid that starts their turn in a 30-foot emanation originating from the adaman. Failure: The target becomes charmed until the end of its turn. While charmed this way, a target uses its action to harm itself as much as possible. Success: The target becomes immune to this ability for 24 hours.

ACTIONS

Multiattack. The adaman makes two Slap attacks.

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

Luring Tune. Wisdom Saving Throw: DC 11, one Humanoid within 150 feet of the adaman that isn’t deafened. Failure: The target becomes charmed for 1 minute. While charmed, the target must take the Dash action to move as close as possible to the adaman. The target is no longer charmed when it can't move any closer or takes any damage. Success: The target becomes immune to this ability for 24 hours.

Adaman

Small • Fey • Chaotic Evil

Armor Class 14

Hit Points 88 (16d6 + 32)

Speed 15 ft., fly 30 (hover)

Initiative +3 (13)

STRDEXCONINTWISCHA
16 (+3)16 (+3)14 (+2)10 (+0)14 (+2)18 (+4)

Saving Throws Dex +6, WIs +5

Skills Acrobatics +6, Performance +10, Sleight of Hand +6

Senses darkvision 60 ft., passive Perception 11

Languages Sylvan

CR 5 (XP 1,800; PB +3)

A humanoid figure made of porous, plant-like material with hollow holes throughout its body and limbs.

Evasion. If the adaman is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the adaman instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Maddening Dance. When the adaman takes the Dodge action, it spins and swirls its body in the wind. Wisdom Saving Throw: DC 15 (with disadvantage if the adaman is in a wind of moderate or greater speed (at least 10 miles per hour)), each Humanoid that starts their turn in a 30-foot emanation originating from the adaman. Failure: The target becomes charmed until the end of its turn. While charmed this way, a target uses its action to harm itself as much as possible. Success: The target becomes immune to this ability for 24 hours.

ACTIONS

Multiattack. The adaman makes four Slap attacks. It can replace two of these attacks to take the Dodge action.

Slap. Melee Weapon Attack: +6, reach 5 ft. Hit: 10 (2d6 + 3) bludgeoning damage.

Luring Tune. Wisdom Saving Throw: DC 15, one Humanoid within 150 feet of the adaman that isn’t deafened. Failure: The target becomes charmed for 1 minute. While charmed, the target must take the Dash action to move as close as possible to the adaman. The target is no longer charmed when it can't move any closer or takes any damage. Success: The target becomes immune to this ability for 24 hours.

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.