Limb Thief
Medium • Fey • Chaotic Evil
Armor Class 13
Hit Points 58 (9d8 + 18)
Speed 20 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 9 (-1) | 14 (+2) | 8 (-1) | 9 (-1) | 8 (-1) |
Skills Athletics +5
Senses darkvision 60 ft., passive Perception 9
Languages Common, Sylvan
CR 2 (XP 450; PB +2)

Swapped Limbs. The limp thief gets the following benefits for swapping its crippled limbs with new ones:
- One Arm. The limb thief gains the following action: Multiattack. The limp thief makes two Slam attacks.
- Both Arms. The limp thief gains advantage on attack rolls.
- One Leg. The limp thief's speed increases by 5 feet, and it gains advantage on Dexterity saving throws.
- Both Legs. The limp thief's speed increases by 5 feet, and it can take the Dash and Disengage action as a bonus action.
Returned Parts. If the limp thief is reduced to 0 hit points. Limbs it has swapped within the last 24 hours are returned to their original creature.
ACTIONS
Slam. Melee Weapon Attack: +5, reach 5 ft. Hit: 12 (2d8 + 3) bludgeoning damage.
BONUS ACTIONS
Swap Leg. Constitution Saving Throw: DC 12, one creature within 10 feet of the limp thief that it can see. Failure: The limp thief's crippled leg is replaced by one of the target's legs. The legs adjust in size to fit each creature. Additionally, the target speed is reduced by 5 feet, and the target can't take the Dash action anymore. If this replaces the second leg of the target, the target's speed is reduced by an additional 5 feet, and it also can't take the Dodge action anymore.
Swap Arm. Constitution Saving Throw: DC 12, one creature within 10 feet of the limp thief that it can see. Failure: The limp thief's crippled arm is replaced by one of the target's arms. The arms adjust in size to fit each creature. Additionally, the target can't use bonus actions anymore. If this replaces the second arm of the target, the target has also disadvantage on attack rolls.
Limb Thief
Medium • Fey • Chaotic Evil
Armor Class 12
Hit Points 22 (4d8 + 4)
Speed 20 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 9 (-1) | 12 (+1) | 8 (-1) | 9 (-1) | 8 (-1) |
Skills Athletics +4
Senses darkvision 60 ft., passive Perception 9
Languages Common, Sylvan
CR 1/4 (XP 50; PB +2)

Swapped Limbs. The limp thief gets the following benefits for swapping its crippled limbs with new ones:
- One Arm. The limb thief gains the following action: Multiattack. The limp thief makes two Slam attacks.
- Both Arms. The limp thief gains advantage on attack rolls.
- One Leg. The limp thief's speed increases by 5 feet, and it gains advantage on Dexterity saving throws.
- Both Legs. The limp thief's speed increases by 5 feet, and it can take the Dash and Disengage action as a bonus action.
Returned Parts. If the limp thief is reduced to 0 hit points. Limbs it has swapped within the last 24 hours are returned to their original creature.
ACTIONS
Slam. Melee Weapon Attack: +4, reach 5 ft. Hit: 4 (1d4 + 2) bludgeoning damage.
BONUS ACTIONS
Swap Leg (1/Day). Constitution Saving Throw: DC 11, one creature within 5 feet of the limp thief that it can see. Failure: The limp thief's crippled leg is replaced by one of the target's legs. The legs adjust in size to fit each creature. Additionally, the target speed is reduced by 5 feet, and the target can't take the Dash action anymore. If this replaces the second leg of the target, the target's speed is reduced by an additional 5 feet, and it also can't take the Dodge action anymore.
Swap Arm (1/Day). Constitution Saving Throw: DC 11, one creature within 5 feet of the limp thief that it can see. Failure: The limp thief's crippled arm is replaced by one of the target's arms. The arms adjust in size to fit each creature. Additionally, the target can't use bonus actions anymore. If this replaces the second arm of the target, the target has also disadvantage on attack rolls.
Limb Thief
Medium • Fey • Chaotic Evil
Armor Class 14
Hit Points 127 (17d8 + 51)
Speed 20 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 9 (-1) | 16 (+3) | 10 (+0) | 9 (-1) | 10 (+0) |
Skills Athletics +7
Senses darkvision 60 ft., passive Perception 9
Languages Common, Sylvan
CR 5 (XP 1,800; PB +3)

Swapped Limbs. The limp thief gets the following benefits for swapping its crippled limbs with new ones:
- One Arm. The limb thief gains the following action: Multiattack. The limp thief makes two Slam attacks.
- Both Arms. The limp thief gains advantage on attack rolls.
- One Leg. The limp thief's speed increases by 5 feet, and it gains advantage on Dexterity saving throws.
- Both Legs. The limp thief's speed increases by 5 feet, and it can take the Dash and Disengage action as a bonus action.
Returned Parts. If the limp thief is reduced to 0 hit points. Limbs it has swapped within the last 24 hours are returned to their original creature.
ACTIONS
Slam. Melee Weapon Attack: +7, reach 5 ft. Hit: 22 (4d8 + 4) bludgeoning damage.
BONUS ACTIONS
Swap Leg. Constitution Saving Throw: DC 14, one creature within 20 feet of the limp thief that it can see. Failure: The limp thief's crippled leg is replaced by one of the target's legs. The legs adjust in size to fit each creature. Additionally, the target speed is reduced by 5 feet, and the target can't take the Dash action anymore. If this replaces the second leg of the target, the target's speed is reduced by an additional 5 feet, and it also can't take the Dodge action anymore.
Swap Arm. Constitution Saving Throw: DC 14, one creature within 20 feet of the limp thief that it can see. Failure: The limp thief's crippled arm is replaced by one of the target's arms. The arms adjust in size to fit each creature. Additionally, the target can't use bonus actions anymore. If this replaces the second arm of the target, the target has also disadvantage on attack rolls.
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.
