Carrion Fritillary
Small • Plant • Unaligned
Armor Class 7
Hit Points 16 (3d6 + 3)
Speed 5 ft., climb 5 ft.
Initiative -3 (7)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 5 (-3) | 4 (-3) | 13 (+1) | 1 (-5) | 6 (-2) | 1 (-5) |
Damage Resistances fire, necrotic
Damage Immunities poison
Condition Immunities blinded, deafened, exhaustion, poisoned, prone
Senses blindsight 60 ft. (blind beyond), passive Perception 8
Languages –
CR 1/4 (XP 50: PB +2)

Spider Climb. The fritillary can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Unusual Nature. The kelp doesn't require sleep.
ACTIONS
Poison Shot. Ranged Weapon Attack: +3, range 60 ft., one creature. Hit: 7 (2d6) poison damage.
Crippling Roots. Dexterity Saving Throw: DC 11, one creature within 5 feet of the fritillary that it can see. Failure: 5 (2d4) piercing damage, and the fritillary attaches to the target. While attached, the fritillary can't use its Crippling Roots against a different target, and the target’s speed is reduced by 10 feet for each fritillary attached to it this way. A creature reduced to 0 foot speed this way becomes restrained. The attached fritillary moves with the target whenever the target moves, requiring none of the fritillary's movement. The fritillary can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach a fritillary.
Blight Cloud (1/Day). The area in a 15-foot emanation originating from the fritillary, spreading around corners, becomes heavily obscured for 1 minute or until a strong wind (such as one created by gust of wind) disperses it. Constitution Saving Throw: DC 11, a creature starting its turn inside the area or entering it for the first time on a turn (carrion fritillaries are immune to this effect). Failure: The target becomes incapacitated and spends its turn retching and reeling. Success: The target becomes poisoned instead until the start of its next turn.
Carrion Fritillary
Small • Plant • Unaligned
Armor Class 7
Hit Points 3 (1d6)
Speed 5 ft., climb 5 ft.
Initiative -3 (7)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 5 (-3) | 4 (-3) | 11 (+0) | 1 (-5) | 6 (-2) | 1 (-5) |
Damage Resistances fire, necrotic
Damage Immunities poison
Condition Immunities blinded, deafened, exhaustion, poisoned, prone
Senses blindsight 30 ft. (blind beyond), passive Perception 8
Languages –
CR 0 (XP 10: PB +2)

Spider Climb. The fritillary can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Unusual Nature. The kelp doesn't require sleep.
ACTIONS
Poison Shot. Ranged Weapon Attack: +2, range 20 ft., one creature. Hit: 1 poison damage.
Crippling Roots. Dexterity Saving Throw: DC 10, one creature within 5 feet of the fritillary that it can see. Failure: 1 piercing damage, and the fritillary attaches to the target. While attached, the fritillary can't use its Crippling Roots against a different target, and the target’s speed is reduced by 10 feet for each fritillary attached to it this way. A creature reduced to 0 foot speed this way becomes restrained. The attached fritillary moves with the target whenever the target moves, requiring none of the fritillary's movement. The fritillary can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach a fritillary.
Blight Cloud (1/Day). The area in a 10-foot emanation originating from the fritillary, spreading around corners, becomes heavily obscured for 1 minute or until a strong wind (such as one created by gust of wind) disperses it. Constitution Saving Throw: DC 11, a creature starting its turn inside the area or entering it for the first time on a turn (carrion fritillaries are immune to this effect). Failure: The target becomes poisoned instead until the start of its next turn.
Carrion Fritillary
Small • Plant • Unaligned
Armor Class 7
Hit Points 52 (8d6 + 24)
Speed 5 ft., climb 5 ft.
Initiative -3 (7)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 5 (-3) | 4 (-3) | 16 (+3) | 1 (-5) | 6 (-2) | 1 (-5) |
Damage Resistances fire, necrotic
Damage Immunities poison
Condition Immunities blinded, deafened, exhaustion, poisoned, prone
Senses blindsight 60 ft. (blind beyond), passive Perception 8
Languages –
CR 2 (XP 450, PB +2)

Spider Climb. The fritillary can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Unusual Nature. The kelp doesn't require sleep.
ACTIONS
Poison Shot. Ranged Weapon Attack: +5, range 60 ft., one creature. Hit: 16 (3d10) poison damage.
Crippling Roots. Dexterity Saving Throw: DC 13, one creature within 5 feet of the fritillary that it can see. Failure: 14 (4d6) piercing damage, and the fritillary attaches to the target. While attached, the fritillary can't use its Crippling Roots against a different target, and the target’s speed is reduced by 10 feet for each fritillary attached to it this way. A creature reduced to 0 foot speed this way becomes restrained. The attached fritillary moves with the target whenever the target moves, requiring none of the fritillary's movement. The fritillary can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach a fritillary.
Blight Cloud (1/Day). The area in a 20-foot emanation originating from the fritillary, spreading around corners, becomes heavily obscured for 1 minute or until a strong wind (such as one created by gust of wind) disperses it. Constitution Saving Throw: DC 13, a creature starting its turn inside the area or entering it for the first time on a turn (carrion fritillaries are immune to this effect). Failure: The target becomes incapacitated and spends its turn retching and reeling. Success: The target becomes poisoned instead until the start 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.
