Estrie

Medium • Undead • Neutral Evil

Armor Class 15

Hit Points 97 (15d8 + 30)

Speed 30 ft., fly 60 ft.

Initiative +3 (13)

STRDEXCONINTWISCHA
10 (+0)17 (+3)14 (+2)16 (+3)13 (+1)19 (+4)

Skills Deception +10, Insight +4, Perception +4, Persuasion +10, Stealth +6

Damage Resistances cold, fire, necrotic, poison, psychic

Senses darkvision 120 ft., passive Perception 14

Languages Abyssal, Common, Infernal, telepathy 60 ft.

CR 8 (XP 3,900; PB +3)

A seductive winged demon with red skin, horns, and bat-like wings, dressed in dark lace garments.

Masterful Charms. Wisdom Saving Throw: DC 15, any creature in a 30-foot emanation originating from the estrie ending the charmed condition on itself that was inflicted by the estrie. Failure: The charmed condition continues to affect the creature.

Regeneration. The estrie regains 10 hit points at the start of each of its turns. If the estrie takes radiant damage, damage from holy water, or a weapon drenched in it, this trait doesn't function on the estrie's next turn.

Sunlight Sensitivity. While in sunlight, the estrie has disadvantage on ability checks and attack rolls.

Temptress. Wisdom Saving Throw: DC 15, a creature targeting the estrie with an attack roll, saving throw, or harmful effect. Failure: The target must choose a different target or lose the ability it targeted the estrie with. Success: The trait doesn't function until the end of the estrie's next turn.

Unusual Nature. The estrie doesn't require air.

ACTIONS

Multiattack. The estrie makes Whip attacks. She can replace one of these attacks with a use of Biting Kiss or Spellcasting.

Whip. Melee Weapon Attack: +6, reach 10 ft. Hit: 8 (2d4 + 3) slashing damage plus 13 (3d8) psychic damage.

Biting Kiss. Constitution Saving Throw: DC 15, one creature charmed by the estrie within 5 feet. Failure: 5 (1d4 + 3) piercing damage and 21 (6d6) psychic damage and one level of exhaustion. Success: Half damage. Failure or Success: The estrie gains temporary hit points equal to half the psychic damage dealt.

Spellcasting. The estrie casts one of the following spells, requiring no material component and using Charisma as the spellcasting ability (spell save DC 15):

At will: alter self (change appearance only), charm person, enthrall

1/day: mass suggestion

BONUS ACTIONS

Command. A creature charmed by the estrie within 30 feet that can hear and understand her must use its reaction to move and attack a target of the estrie’s choice.

REACTIONS

Redirect Attack. Trigger: The estrie is targeted by an attack roll while having a creature charmed by her within 5 feet. Response: The estrie and the charmed creature swap places, and the charmed creature becomes the target of the attack instead.

Estrie

Medium • Undead • Neutral Evil

Armor Class 14

Hit Points 55 (10d8 + 10)

Speed 30 ft., fly 60 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
10 (+0)15 (+2)12 (+1)14 (+2)11 (+0)17 (+3)

Skills Deception +9, Insight +3, Perception +3, Persuasion +9, Stealth +5

Damage Resistances cold, fire, necrotic, poison, psychic

Senses darkvision 120 ft., passive Perception 13

Languages Abyssal, Common, Infernal, telepathy 60 ft.

CR 5 (XP 1,800; PB +3)

A seductive winged demon with red skin, horns, and bat-like wings, dressed in dark lace garments.

Masterful Charms. Wisdom Saving Throw: DC 14, any creature in a 20-foot emanation originating from the estrie ending the charmed condition on itself that was inflicted by the estrie. Failure: The charmed condition continues to affect the creature.

Regeneration. The estrie regains 10 hit points at the start of each of its turns. If the estrie takes radiant damage, damage from holy water, or a weapon drenched in it, this trait doesn't function on the estrie's next turn.

Sunlight Sensitivity. While in sunlight, the estrie has disadvantage on ability checks and attack rolls.

Temptress. Wisdom Saving Throw: DC 14, a creature targeting the estrie with an attack roll, saving throw, or harmful effect. Failure: The target must choose a different target or lose the ability it targeted the estrie with. Success: The trait doesn't function until the end of the estrie's next turn.

Unusual Nature. The estrie doesn't require air.

ACTIONS

Multiattack. The estrie makes Whip attacks. She can replace one of these attacks with a use of Biting Kiss or Spellcasting.

Whip. Melee Weapon Attack: +5, reach 10 ft. Hit: 7 (2d4 + 2) slashing damage plus 9 (2d8) psychic damage.

Biting Kiss. Constitution Saving Throw: DC 14, one creature charmed by the estrie within 5 feet. Failure: 4 (1d4 + 2) piercing damage and 17 (5d6) psychic damage and one level of exhaustion. Success: Half damage. Failure or Success: The estrie gains temporary hit points equal to half the psychic damage dealt.

Spellcasting. The estrie casts one of the following spells, requiring no material component and using Charisma as the spellcasting ability (spell save DC 14):

At will: alter self (change appearance only), charm person, enthrall

BONUS ACTIONS

Command. A creature charmed by the estrie within 30 feet that can hear and understand her must use its reaction to move and attack a target of the estrie’s choice.

REACTIONS

Redirect Attack. Trigger: The estrie is targeted by an attack roll while having a creature charmed by her within 5 feet. Response: The estrie and the charmed creature swap places, and the charmed creature becomes the target of the attack instead.

Estrie

Medium • Undead • Neutral Evil

Armor Class 15

Hit Points 84 (13d8 + 26)

Speed 30 ft., fly 60 ft.

Initiative +4 (14)

STRDEXCONINTWISCHA
10 (+0)19 (+4)16 (+3)18 (+4)15 (+2)21 (+5)

Skills Deception +13, Insight +6, Perception +6, Persuasion +13, Stealth +8

Damage Resistances cold, fire, necrotic, poison, psychic

Senses darkvision 120 ft., passive Perception 16

Languages Abyssal, Common, Infernal, telepathy 60 ft.

CR 11 (XP 7,200; PB +4)

A seductive winged demon with red skin, horns, and bat-like wings, dressed in dark lace garments.

Masterful Charms. Wisdom Saving Throw: DC 17, any creature in a 30-foot emanation originating from the estrie ending the charmed condition on itself that was inflicted by the estrie. Failure: The charmed condition continues to affect the creature.

Regeneration. The estrie regains 15 hit points at the start of each of its turns. If the estrie takes radiant damage, damage from holy water, or a weapon drenched in it, this trait doesn't function on the estrie's next turn.

Sunlight Sensitivity. While in sunlight, the estrie has disadvantage on ability checks and attack rolls.

Temptress. Wisdom Saving Throw: DC 17, a creature targeting the estrie with an attack roll, saving throw, or harmful effect. Failure: The target must choose a different target or lose the ability it targeted the estrie with. Success: The trait doesn't function until the end of the estrie's next turn.

Unusual Nature. The estrie doesn't require air.

ACTIONS

Multiattack. The estrie makes Whip attacks. She can replace one of these attacks with a use of Biting Kiss or Spellcasting.

Whip. Melee Weapon Attack: +8, reach 10 ft. Hit: 11 (3d4 + 4) slashing damage plus 18 (4d8) psychic damage.

Biting Kiss. Constitution Saving Throw: DC 17, one creature charmed by the estrie within 5 feet. Failure: 6 (1d4 + 4) piercing damage and 31 (9d6) psychic damage and one level of exhaustion. Success: Half damage. Failure or Success: The estrie gains temporary hit points equal to half the psychic damage dealt.

Spellcasting. The estrie casts one of the following spells, requiring no material component and using Charisma as the spellcasting ability (spell save DC 17):

At will: alter self (change appearance only), charm person, enthrall

1/day: mass suggestion

BONUS ACTIONS

Command. A creature charmed by the estrie within 30 feet that can hear and understand her must use its reaction to move and attack a target of the estrie’s choice.

REACTIONS

Redirect Attack. Trigger: The estrie is targeted by an attack roll while having a creature charmed by her within 5 feet. Response: The estrie and the charmed creature swap places, and the charmed creature becomes the target of the attack instead.

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.