Bundlesnatcher
Small • Fiend • Lawful Evil
Armor Class 12
Hit Points 14 (4d6)
Speed 30 ft., climb 30 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 14 (+2) | 10 (+0) | 7 (-2) | 8 (-1) | 6 (-2) |
Saving Throws Dex +3
Skills Athletics +6, Perception +1
Damage Immunities cold
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 11
Languages Abyssal, Common, Infernal
CR 1/4 (XP 50; PB +2)

Abductor. While two or more bundlesnatchers grapple one Medium or smaller the force-movement doesn't cost them extra movement.
Minion of Burden. The bundlesnatcher counts as one size larger for the purpose of determining its carrying capacity.
ACTIONS
Snatch and Dash. Melee Weapon Attack: +4, range 5 ft. Hit: 4 (1d4 + 2) bludgeoning damage, and the bundlesnatcher can steal one Tiny object from the target that is carrying on their person but wielding in their hands. Hit or Miss: The bundlesnatcher doesn't provoke opportunity attacks from the target until the end of this turn.
Grab. Melee Weapon Attack: +4, range 5 ft. Hit: The target is grappled (escape DC 12), provided it is Medium or smaller.
REACTIONS
Move Up. Trigger: A creature the bundlesnatcher is grappling is force-moved. Response: The bundlesnatcher moves up to its speed with the target.
Trip. Trigger: A creature within 5 feet of the bundlesnatcher misses it with an attack roll. Response: The target is knocked prone.
Bundlesnatcher
Small • Fiend • Lawful Evil
Armor Class 10
Hit Points 3 (1d6)
Speed 30 ft., climb 20 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 11 (+0) | 10 (+0) | 7 (-2) | 8 (-1) | 6 (-2) |
Skills Athletics +2
Damage Immunities cold
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 9
Languages Abyssal, Common, Infernal
CR 0 (XP 10; PB +2)

Abductor. While two or more bundlesnatchers grapple one Medium or smaller the force-movement doesn't cost them extra movement.
Minion of Burden. The bundlesnatcher counts as one size larger for the purpose of determining its carrying capacity.
ACTIONS
Snatch and Dash. Melee Weapon Attack: +2, range 5 ft. Hit: 1 bludgeoning damage, and the bundlesnatcher can steal one Tiny object from the target that is carrying on their person but wielding in their hands. Hit or Miss: The bundlesnatcher doesn't provoke opportunity attacks from the target until the end of this turn.
Grab. Melee Weapon Attack: +2, range 5 ft. Hit: The target is grappled (escape DC 10), provided it is Medium or smaller.
REACTIONS
Move Up. Trigger: A creature the bundlesnatcher is grappling is force-moved. Response: The bundlesnatcher moves up to its speed with the target.
Bundlesnatcher
Small • Fiend • Lawful Evil
Armor Class 13
Hit Points 44 (8d6 + 16)
Speed 30 ft., climb 30 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 16 (+3) | 14 (+2) | 7 (-2) | 9 (-1) | 7 (-2) |
Saving Throws Str +5, Dex +5, Con +4
Skills Athletics +7, Perception +1
Damage Immunities cold
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 11
Languages Abyssal, Common, Infernal
CR 2 (XP 450, PB +2)

Abductor. While two or more bundlesnatchers grapple one Medium or smaller, the force-movement doesn't cost them extra movement.
Minion of Burden. The bundlesnatcher counts as one size larger for the purpose of determining its carrying capacity.
ACTIONS
Snatch and Dash. Melee Weapon Attack: +5, range 5 ft. Hit: 13 (3d6 + 3) bludgeoning damage, and the bundlesnatcher can steal one Tiny object from the target that is carrying on their person but wielding in their hands. Hit or Miss: The bundlesnatcher doesn't provoke opportunity attacks from the target until the end of this turn.
BONUS ACTIONS
Grab. Melee Weapon Attack: +5, range 5 ft. Hit: The target is grappled (escape DC 13), provided it is Medium or smaller.
REACTIONS
Move Up. Trigger: A creature the bundlesnatcher is grappling is force-moved. Response: The bundlesnatcher moves up to its speed with the target.
Trip. Trigger: A creature within 5 feet of the bundlesnatcher misses it with an attack roll. Response: The target is knocked prone.
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.
