Doomsayer

Small or Medium • Humanoid • Chaotic

Armor Class 11

Hit Points 27 (5d8 + 5)

Speed 30 ft.

Initiative +1 (11)

STRDEXCONINTWISCHA
10 (+0)12 (+1)12 (+1)13 (+1)12 (+1)15 (+2)

Skills Intimidation +4, Performance +6, Persuasion +4

Senses passive Perception 11

Languages Common plus one other language

CR 1 (XP 200; PB +2)

A sinister hooded figure with decayed skin and glowing runes, surrounded by dark tendrils and floating symbols.

Dark Devotion. The doomsayer has advantage on saving throws against being charmed or frightened.

Exploit Fear. Creatures who are frightened of the doomsayer have disadvantage on saving throws forced by it and can ignore the movement restriction by the frightened condition if commanded so by the doomsayer.

ACTIONS

Multiattack. The doomsayer makes one Hidden Blade attack and uses its Spellcasting for an at-will spell.

Hidden Blade. Melee Weapon Attack: +3, reach 5 ft. Hit: 6 (2d4 + 1) piercing damage. If the target is frightened by the doomsayer, it takes an additional 3 (1d6) psychic damage.

Foreboding Tale. Wisdom Saving Throw: DC 12, each creature that can hear and understand the doomsayer within 120 feet. Failure: The target becomes frightened until the doomsayer’s speech ends. The doomsayer must take a bonus action on its subsequent turns to continue its speech. Success: A target becomes immune to the doomsayer’s Foreboding Tale for the next 24 hours.

Spellcasting. The doomsayer casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12):

At will: command, thaumaturgy
1/day: fear, suggestion

REACTIONS

Demand Protection. Trigger: A creature deals damage to the doomsayer. Response: The doomsayer chooses a creature that is frightened by it within 30 feet of the attacker. The target then uses its reaction to move to the attacker and makes a Grapple or Shove attack.

Proclaim Wrongdoing. Trigger: A creature within 60 feet that the doomsayer can see moves towards it. Response - Wisdom Saving Throw: DC 12. Failure: The target becomes stunned until the end of its current turn. Success or Effect Ends: The target becomes immune to this effect for 24 hours.

Doomsayer

Small or Medium • Humanoid • Chaotic

Armor Class 10

Hit Points 9 (2d8)

Speed 30 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
10 (+0)11 (+0)10 (+0)11 (+0)10 (+0)13 (+1)

Skills Intimidation +3, Performance +5, Persuasion +3

Senses passive Perception 10

Languages Common plus one other language

CR 1/8 (XP 25; PB +2)

A sinister hooded figure with decayed skin and glowing runes, surrounded by dark tendrils and floating symbols.

Dark Devotion. The doomsayer has advantage on saving throws against being charmed or frightened.

Exploit Fear. Creatures who are frightened of the doomsayer have disadvantage on saving throws forced by it and can ignore the movement restriction by the frightened condition if commanded so by the doomsayer.

ACTIONS

Multiattack. The doomsayer makes one Hidden Blade attack and uses its Spellcasting for an at-will spell.

Hidden Blade. Melee Weapon Attack: +3, reach 5 ft. Hit: 3 (1d4 + 1) piercing damage.

Foreboding Tale. Wisdom Saving Throw: DC 11, each creature that can hear and understand the doomsayer within 60 feet. Failure: The target becomes frightened until the doomsayer’s speech ends. The doomsayer must take a bonus action on its subsequent turns to continue its speech. Success: A target becomes immune to the doomsayer’s Foreboding Tale for the next 24 hours.

Spellcasting. The doomsayer casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 11):

At will: command, thaumaturgy

REACTIONS

Demand Protection. Trigger: A creature deals damage to the doomsayer. Response: The doomsayer chooses a creature that is frightened by it within 30 feet of the attacker. The target then uses its reaction to move to the attacker and makes a Grapple or Shove attack.

Doomsayer

Small or Medium • Humanoid • Chaotic

Armor Class 13

Hit Points 71 (13d8 + 13)

Speed 30 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
10 (+0)14 (+2)12 (+1)13 (+1)14 (+2)17 (+3)

Skills Intimidation +5, Performance +7, Persuasion +5

Gear leather

Senses passive Perception 12

Languages Common plus one other language

CR 4 (XP 1,100; PB +2)

A sinister hooded figure with decayed skin and glowing runes, surrounded by dark tendrils and floating symbols.

Dark Devotion. The doomsayer has advantage on saving throws against being charmed or frightened.

Exploit Fear. Creatures who are frightened of the doomsayer have disadvantage on saving throws forced by it and can ignore the movement restriction by the frightened condition if commanded so by the doomsayer.

Reactive. The doomsayer can take two reactions per round.

ACTIONS

Multiattack. The doomsayer makes two Hidden Blade attacks and uses its Spellcasting for an at-will spell.

Hidden Blade. Melee Weapon Attack: +4, reach 5 ft. Hit: 12 (3d6 + 2) piercing damage. If the target is frightened by the doomsayer, it takes an additional 7 (2d6) psychic damage.

Foreboding Tale. Wisdom Saving Throw: DC 13, each creature that can hear and understand the doomsayer within 120 feet. Failure: The target becomes frightened until the doomsayer’s speech ends. The doomsayer must take a bonus action on its subsequent turns to continue its speech. Success: A target becomes immune to the doomsayer’s Foreboding Tale for the next 24 hours.

Spellcasting. The doomsayer casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):

At will: command, thaumaturgy
2/day: fear, suggestion

REACTIONS

Demand Protection. Trigger: A creature deals damage to the doomsayer. Response: The doomsayer chooses a creature that is frightened by it within 30 feet of the attacker. The target then uses its reaction to move to the attacker and makes a Grapple or Shove attack.

Proclaim Wrongdoing. Trigger: A creature within 60 feet that the doomsayer can see moves towards it. Response - Wisdom Saving Throw: DC 13. Failure: The target becomes stunned until the end of its current turn. Success or Effect Ends: The target becomes immune to this effect for 24 hours.

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.