Desecrated Idol

Tiny or Small • Construct • Chaotic Evil

Armor Class 15

Hit Points 55 (10d6 + 20)

Speed 0 ft.

Initiative -5 (5)

STRDEXCONINTWISCHA
1 (-5)1 (-5)15 (+2)1 (-5)1 (-5)16 (+3)

Damage Immunities poison, psychic

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, petrified, poisoned, prone, stunned, unconscious

Senses blindsight 60 ft., passive Perception 5

Languages understands one language but can't speak

CR 1 (XP 1,100; PB +2)

A dark, jagged stone carving with an ominous glowing purple core and a sinister carved face.

Damage Transfer. While it is using its Dominate ability on one or multiple creatures, all damage dealt to the idol is equally split between the idol and those creatures.

False Appearance. If the idol is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the idol move or act, that creature must succeed on a DC 15 Intelligence (Investigation) check to discern that the idol is animate.

Immutable Form. The idol can't shape-shift.

Greater Magic Resistance. The idol automatically succeeds on saving throws against spells and other magical effects, and the attack rolls of spells automatically miss it.

Unusual Nature. The idol doesn't require air, food, drink, or sleep.

ACTIONS

Tempt. Wisdom Saving Throw: DC 13, one creature with an Intelligence score of 6 or higher within 60 feet that the idol can see. Failure: The target becomes charmed by the idol. The target can repeat the save at the end of each of its turns whenever it takes damage or when it ends its turn further away than 30 feet from the idol. While charmed, the target covets the idol and wants to carry it on their person. If another creature carries the idol, the target tries to steal it from that creature's possession.

Dominate. Wisdom Saving Throw: DC 13, one creature charmed by the idol. Failure: The idol precisely controls what the creature does on its next turn.

Desecrated Idol

Tiny or Small • Construct • Chaotic Evil

Armor Class 13

Hit Points 22 (5d6 + 5)

Speed 0 ft.

Initiative -5 (5)

STRDEXCONINTWISCHA
1 (-5)1 (-5)13 (+1)1 (-5)1 (-5)14 (+2)

Damage Immunities poison, psychic

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, petrified, poisoned, prone, stunned, unconscious

Senses blindsight 60 ft., passive Perception 5

Languages understands one language but can't speak

CR 1 (XP 200, PB +2)

A dark, jagged stone carving with an ominous glowing purple core and a sinister carved face.

Damage Transfer. While it is using its Dominate ability on one or multiple creatures, all damage dealt to the idol is equally split between the idol and those creatures.

False Appearance. If the idol is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the idol move or act, that creature must succeed on a DC 15 Intelligence (Investigation) check to discern that the idol is animate.

Immutable Form. The idol can't shape-shift.

Greater Magic Resistance. The idol automatically succeeds on saving throws against spells and other magical effects, and the attack rolls of spells automatically miss it.

Unusual Nature. The idol doesn't require air, food, drink, or sleep.

ACTIONS

Tempt. Wisdom Saving Throw: DC 13, one creature with an Intelligence score of 6 or higher within 60 feet that the idol can see. Failure: The target becomes charmed by the idol. The target can repeat the save at the end of each of its turns whenever it takes damage or when it ends its turn further away than 30 feet from the idol. While charmed, the target covets the idol and wants to carry it on their person. If another creature carries the idol, the target tries to steal it from that creature's possession.

Dominate. Wisdom Saving Throw: DC 13, one creature charmed by the idol. Failure: The idol precisely controls what the creature does on its next turn.

Desecrated Idol

Tiny or Small • Construct • Chaotic Evil

Armor Class 17

Hit Points 84 (13d6 + 39)

Speed 0 ft.

Initiative -5 (5)

STRDEXCONINTWISCHA
1 (-5)1 (-5)16 (+3)1 (-5)1 (-5)18 (+4)

Damage Immunities poison, psychic

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, petrified, poisoned, prone, stunned, unconscious

Senses blindsight 60 ft., passive Perception 5

Languages understands one language but can't speak

CR 7 (XP 2,900; PB +3)

A dark, jagged stone carving with an ominous glowing purple core and a sinister carved face.

Damage Transfer. While it is using its Dominate ability on one or multiple creatures, all damage dealt to the idol is equally split between the idol and those creatures.

False Appearance. If the idol is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the idol move or act, that creature must succeed on a DC 15 Intelligence (Investigation) check to discern that the idol is animate.

Immutable Form. The idol can't shape-shift.

Greater Magic Resistance. The idol automatically succeeds on saving throws against spells and other magical effects, and the attack rolls of spells automatically miss it.

Unusual Nature. The idol doesn't require air, food, drink, or sleep.

ACTIONS

Tempt. Wisdom Saving Throw: DC 15, one creature with an Intelligence score of 6 or higher within 60 feet that the idol can see. Failure: The target becomes charmed by the idol. The target can repeat the save at the end of each of its turns whenever it takes damage or when it ends its turn further away than 30 feet from the idol. While charmed, the target covets the idol and wants to carry it on their person. If another creature carries the idol, the target tries to steal it from that creature's possession.

Dominate. Wisdom Saving Throw: DC 15, one creature charmed by the idol. Failure: The idol precisely controls what the creature does on 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.