Advocate
Small or Medium • Humanoid (Warlock) • Any Alignment
Armor Class 13
Hit Points 22 (4d8 + 4)
Speed 30 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 13 (+1) | 11 (+0) | 10 (+0) | 14 (+2) |
Skills Deception +4, Persuasion +4
Gear leather, rapier
Senses passive Perception 10
Languages Common plus one other language
CR 1/2 (XP 100; PB +2)

Poker Face. Creatures have disadvantage on Wisdom (Insight) checks to determine if the advocate is lying.
ACTIONS
Rapier. Melee Weapon Attack: +4, reach 5 ft. Hit: 6 (1d8 + 2) piercing damage.
Eldritch Ray. Ranged Spell Attack: +4, range 120 ft. Hit: 7 (1d10 + 2) force damage.
But Have You Heard Of? Wisdom Saving Throw: DC 12, one creature within 5 feet of the advocate that can hear it. Failure: The target becomes charmed until the start of the advocate’s next turn. While charmed, the creature is incapacitated and has a speed of 0. This effect ends early if the target takes any damage or if the advocate is no longer within 5 feet of it. Success: The target becomes immune to this ability for 1 hour.
Spellcasting. The advocate casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12):
At will: minor illusion, prestidigitation
1/day: charm person, suggestion
BONUS ACTIONS
What Is That?! (1/Day). The advocate casts minor illusion, requiring no spell components, and points to it. Wisdom Saving Throw: DC 12, each creature in a 20-foot emanation originating from the advocate. Failure: The target can’t use reactions until the end of its next turn.
Advocate
Small or Medium • Humanoid (Warlock) • Any Alignment
Armor Class 10
Hit Points 4 (1d8)
Speed 30 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 10 (+0) | 10 (+0) | 11 (+0) | 10 (+0) | 12 (+1) |
Skills Deception +3, Persuasion +3
Gear dagger
Senses passive Perception 10
Languages Common plus one other language
CR 0 (XP 10; PB +2)

Poker Face. Creatures have disadvantage on Wisdom (Insight) checks to determine if the advocate is lying.
ACTIONS
Dagger. Melee Weapon Attack: +2, reach 5 ft. Hit: 2 (1d4) piercing damage.
But Have You Heard Of? Wisdom Saving Throw: DC 11, one creature within 5 feet of the advocate that can hear it. Failure: The target becomes charmed until the start of the advocate’s next turn. While charmed, the creature is incapacitated and has a speed of 0. This effect ends early if the target takes any damage or if the advocate is no longer within 5 feet of it. Success: The target becomes immune to this ability for 1 hour.
Spellcasting. The advocate casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 11):
At will: minor illusion, prestidigitation
BONUS ACTIONS
What Is That?! (1/Day). The advocate casts minor illusion, requiring no spell components, and points to it. Wisdom Saving Throw: DC 11, each creature in a 10-foot emanation originating from the advocate. Failure: The target can’t use reactions until the end of its next turn.
Advocate
Small or Medium • Humanoid (Warlock) • Any Alignment
Armor Class 14
Hit Points 58 (9d8 + 18)
Speed 30 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 16 (+3) | 15 (+2) | 13 (+1) | 10 (+0) | 16 (+3) |
Skills Deception +5, Persuasion +5
Gear leather, rapier
Senses passive Perception 10
Languages Common plus one other language
CR 3 (XP 700: PB +2)

Poker Face. Creatures have disadvantage on Wisdom (Insight) checks to determine if the advocate is lying.
ACTIONS
Multiattack. The advocate makes two attacks, using Rapier or Eldritch Ray in any combination. It can replace one of these attacks with a use of But Have You Heard Of or Spellcasting, but it can't target a creature it has attacked this turn this way.
Rapier. Melee Weapon Attack: +4, reach 5 ft. Hit: 12 (2d8 + 3) piercing damage.
Eldritch Ray. Ranged Spell Attack: +4, range 120 ft. Hit: 14 (2d10 + 3) force damage.
But Have You Heard Of? Wisdom Saving Throw: DC 13, one creature within 5 feet of the advocate that can hear it. Failure: The target becomes charmed until the start of the advocate’s next turn. While charmed, the creature is incapacitated and has a speed of 0. This effect ends early if the target takes any damage or if the advocate is no longer within 5 feet of it. Success: The target becomes immune to this ability for 1 hour.
Spellcasting. The advocate casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
At will: minor illusion, prestidigitation
2/day: charm person, suggestion
BONUS ACTIONS
What Is That?! (1/Day). The advocate casts minor illusion, requiring no spell components, and points to it. Wisdom Saving Throw: DC 13, each creature in a 30-foot emanation originating from the advocate. Failure: The target can’t use reactions until the end of 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.
