Bundlesnatcher

Small • Fiend • Lawful Evil

Armor Class 12

Hit Points 14 (4d6)

Speed 30 ft., climb 30 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
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)

A small, goblin-like creature in a tattered red outfit and hat, holding an ancient tome.

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)

STRDEXCONINTWISCHA
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)

A small, goblin-like creature in a tattered red outfit and hat, holding an ancient tome.

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)

STRDEXCONINTWISCHA
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)

A small, goblin-like creature in a tattered red outfit and hat, holding an ancient tome.

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.