Guiltdancer

Medium • Fey • Chaotic Evil

Armor Class 17

Hit Points 202 (27d8 + 81)

Speed 30 ft.

Initiative +10 (20)

STRDEXCONINTWISCHA
13 (+1)20 (+5)16 (+3)17 (+3)18 (+4)19 (+4)

Saving Throws Dex +10, Int +8, Wis +9, Cha +9

Skills Acrobatics +12, Athletics +6, Deception +9, Performance +14, Persuasion +9, Sleight of Hand +12

Damage Resistances force, psychic, thunder

Condition Immunities charmed, paralyzed, stunned

Senses darkvision 120 ft., passive Perception 14

Languages Sylvan plus two others languages

CR 16 (XP 15,000; PB +5)

A graceful, demonic woman with fiery hair, horns, and flowing ember-like garments.

Evasion. If the guiltdancer is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the save and only half damage if it fails. It can't use this trait if it is incapacitated.

Forced Dance. A creature grappled by the guiltdancer can’t use free or bonus actions and has disadvantage on attack rolls and ability checks. Additionally, the guiltdancer gains half cover, and its movement speed isn't halved when it moves the grappled creature. This effect only functions if the guiltdancer is grappling with no more than one creature, and that creature is Medium or smaller.

Magic Resistance. The guiltdancer has advantage on saving throws against spells and other magical effects.

Twirl. When the guiltdancer releases a creature from its grapple, it doesn't provoke opportunity attacks from that creature until the start of that creature's turn.

ACTIONS

Multiattack. The guiltdancer makes two Slap attacks, uses its Amplify Guilt, and casts vicious mockery. The guiltdancer can replace both Slap attacks with a use of Spellcasting or Sow Discord.

Slap. Melee Weapon Attack: +10, reach 5 ft. Hit: 23 (4d8 + 5) bludgeoning damage, and the target is grappled (escape DC 18).

Amplify Guilt. Charisma Saving Throw: DC 17, one creature grappled by the guiltdancer. Failure: 40 (9d8) psychic damage and the target becomes stunned until the start of the guiltancer's next turn. Success: Half damage.

Sow Discord (Recharges after a Rest). Wisdom Saving Throw: DC 17, one creature within 60 feet of the guiltdancer that it can see. Failure: The target becomes charmed for 1 minute. While charmed this way, spends its turn harming the creatures closest to it. The target can repeat the saving throw whenever it takes damage, ending the effect on a success.

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

At will: confusion, invisibility, suggestion, vicious mockery (4d4 damage)

1/day: feeblemind, glibness, weird

BONUS ACTIONS

Disarm. Dexterity Saving Throw: DC 18, one creature grappled by the guiltdancer. Failure: The target drops one object of the guiltdancer's choice and the object it flung up to 20 feet in a random direction.

Shape-Shift. The guiltdancer shape-shifts into a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. The guiltdancer reverts to its true form if it dies.

REACTIONS

Redirect Attack. Trigger: A creature the guiltdancer can see makes an attack roll against it while the guiltdancer has a creature grappled. Response: The guiltdancer and that grappled creature swap places, and the grappled creature becomes the target of the attack instead.

Guiltdancer

Medium • Fey • Chaotic Evil

Armor Class 16

Hit Points 175 (27d8 + 54)

Speed 30 ft.

Initiative +9 (19)

STRDEXCONINTWISCHA
13 (+1)18 (+4)14 (+2)15 (+2)16 (+3)17 (+3)

Saving Throws Dex +9, Int +7, Wis +8, Cha +8

Skills Acrobatics +9, Athletics +6, Deception +8, Performance +13, Persuasion +8, Sleight of Hand +9

Damage Resistances force, psychic, thunder

Condition Immunities charmed, paralyzed, stunned

Senses darkvision 120 ft., passive Perception 13

Languages Sylvan plus two others languages

CR 13 (XP 10,000; PB +5)

A graceful, demonic woman with fiery hair, horns, and flowing ember-like garments.

Evasion. If the guiltdancer is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the save and only half damage if it fails. It can't use this trait if it is incapacitated.

Forced Dance. A creature grappled by the guiltdancer can’t use free or bonus actions and has disadvantage on attack rolls and ability checks. Additionally, the guiltdancer gains half cover, and its movement speed isn't halved when it moves the grappled creature. This effect only functions if the guiltdancer is grappling with no more than one creature, and that creature is Medium or smaller.

Magic Resistance. The guiltdancer has advantage on saving throws against spells and other magical effects.

Twirl. When the guiltdancer releases a creature from its grapple, it doesn't provoke opportunity attacks from that creature until the start of that creature's turn.

ACTIONS

Multiattack. The guiltdancer makes two Slap attacks, uses its Amplify Guilt, and casts vicious mockery. The guiltdancer can replace both Slap attacks with a use of Spellcasting or Sow Discord.

Slap. Melee Weapon Attack: +9, reach 5 ft. Hit: 18 (4d6 + 4) bludgeoning damage, and the target is grappled (escape DC 17).

Amplify Guilt. Charisma Saving Throw: DC 16, one creature grappled by the guiltdancer. Failure: 31 (7d8) psychic damage, and the target becomes stunned until the start of the guiltancer's next turn. Success: Half damage.

Sow Discord (Recharges after a Rest). Wisdom Saving Throw: DC 16, one creature within 60 feet of the guiltdancer that it can see. Failure: The target becomes charmed for 1 minute. While charmed this way, spends its turn harming the creatures closest to it. The target can repeat the saving throw whenever it takes damage, ending the effect on a success.

Spellcasting. The guiltdancer casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):

At will: confusion, invisibility, suggestion, vicious mockery (4d4 damage)

1/day: feeblemind, glibness, weird

BONUS ACTIONS

Disarm. Dexterity Saving Throw: DC 17, one creature grappled by the guiltdancer. Failure: The target drops one object of the guiltdancer's choice and the object it flung up to 20 feet in a random direction.

Shape-Shift. The guiltdancer shape-shifts into a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. The guiltdancer reverts to its true form if it dies.

REACTIONS

Redirect Attack. Trigger: A creature the guiltdancer can see makes an attack roll against it while the guiltdancer has a creature grappled. Response: The guiltdancer and that grappled creature swap places, and the grappled creature becomes the target of the attack instead.

Guiltdancer

Medium • Fey • Chaotic Evil

Armor Class 19

Hit Points 297 (35d8 + 140)

Speed 30 ft.

Initiative +12 (22)

STRDEXCONINTWISCHA
15 (+2)22 (+6)20 (+5)19 (+4)20 (+5)21 (+5)

Saving Throws Dex +12, Int +10, Wis +11, Cha +11

Skills Acrobatics +12, Athletics +8, Deception +11, Performance +17, Persuasion +11, Sleight of Hand +12

Damage Resistances force, psychic, thunder

Condition Immunities charmed, paralyzed, stunned

Senses darkvision 120 ft., passive Perception 14

Languages Sylvan plus two others languages

CR 19 (XP 22,000; PB +6)

A graceful, demonic woman with fiery hair, horns, and flowing ember-like garments.

Evasion. If the guiltdancer is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the save and only half damage if it fails. It can't use this trait if it is incapacitated.

Forced Dance. A creature grappled by the guiltdancer can’t use free or bonus actions and has disadvantage on attack rolls and ability checks. Additionally, the guiltdancer gains half cover, and its movement speed isn't halved when it moves the grappled creature. This effect only functions if the guiltdancer is grappling with no more than one creature, and that creature is Medium or smaller.

Magic Resistance. The guiltdancer has advantage on saving throws against spells and other magical effects.

Twirl. When the guiltdancer releases a creature from its grapple, it doesn't provoke opportunity attacks from that creature until the start of that creature's turn.

ACTIONS

Multiattack. The guiltdancer makes two Slap attacks, uses its Amplify Guilt, and casts vicious mockery. The guiltdancer can replace both Slap attacks with a use of Spellcasting or Sow Discord.

Slap. Melee Weapon Attack: +12, reach 5 ft. Hit: 28 (4d10 + 6) bludgeoning damage, and the target is grappled (escape DC 20).

Amplify Guilt. Charisma Saving Throw: DC 19, one creature grappled by the guiltdancer. Failure: 55 (10d10) psychic damage and the target becomes stunned until the start of the guiltancer's next turn. Success: Half damage.

Sow Discord (Recharges after a Rest). Wisdom Saving Throw: DC 19, one creature within 60 feet of the guiltdancer that it can see. Failure: The target becomes charmed for 1 minute. While charmed this way, spends its turn harming the creatures closest to it. The target can repeat the saving throw whenever it takes damage, ending the effect on a success.

Spellcasting. The guiltdancer casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19):

At will: confusion, invisibility, suggestion, vicious mockery (4d4 damage)

1/day: feeblemind, glibness, weird

BONUS ACTIONS

Disarm. Dexterity Saving Throw: DC 20, one creature grappled by the guiltdancer. Failure: The target drops one object of the guiltdancer's choice and the object it flung up to 30 feet in a random direction.

Shape-Shift. The guiltdancer shape-shifts into a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. The guiltdancer reverts to its true form if it dies.

REACTIONS

Redirect Attack. Trigger: A creature the guiltdancer can see makes an attack roll against it while the guiltdancer has a creature grappled. Response: The guiltdancer and that grappled creature swap places, and the grappled 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.