Psithalide Bombard

Medium • Monstrosity • Lawful Neutral

Armor Class 13

Hit Points 45 (7d8 + 14)

Speed 30 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
14 (+2)11 (+0)14 (+2)10 (+0)14 (+2)10 (+0)

Skills Perception +4

Damage Resistances lightning, psychic

Senses darkvision 60 ft., passive Perception 14

Languages telepathy 60 ft.

CR 2 (XP 450; PB +2)

Siege Monster. The psithalide deals double damage to objects and structures.

ACTIONS

Nerve Shock. Melee Weapon Attack: +4, reach 5 ft. Hit: 5 (2d4) lightning damage plus 5 (2d4) psychic damage. If this attack scores a critical hit, the target becomes stunned until the end of its next turn.

Psy-Bombard. Ranged Weapon Attack: +4 (with disadvantage if the target is within 20 feet of the psithalide), range 150/300 ft. Hit: 14 (4d6) force damage. Constitution Saving Throw: DC 12, each creature in a 5-foot emanation originating from the target. Failure: Half damage.

BONUS ACTIONS

Point Blank Shot. Dexterity Saving Throw: DC 12, one creature within 5 feet of the psithalide that it can see. Failure: 7 (2d6) force damage, and the target is pushed back 10 feet. Success: Half damage. Failure or Success: The psithalide takes an equal amount of damage, and the psithalide is pushed back 5 feet.

Psithalide Bombard

Medium • Monstrosity • Lawful Neutral

Armor Class 12

Hit Points 16 (3d8 +3)

Speed 30 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
12 (+1)10 (+0)12 (+1)10 (+0)12 (+1)10 (+0)

Skills Perception +3

Damage Resistances lightning, psychic

Senses darkvision 60 ft., passive Perception 13

Languages telepathy 60 ft.

CR 1/4 (XP 50; PB +2)

Siege Monster. The psithalide deals double damage to objects and structures.

ACTIONS

Nerve Shock. Melee Weapon Attack: +3, reach 5 ft. Hit: 2 (1d4) lightning damage plus 2 (1d4) psychic damage. If this attack scores a critical hit, the target becomes stunned until the end of its next turn.

 

 

 

Psy-Bombard. Ranged Weapon Attack: +3 (with disadvantage if the target is within 20 feet of the psithalide), range 150/300 ft. Hit: 7 (2d6) force damage. Constitution Saving Throw: DC 12, each creature in a 5-foot emanation originating from the target. Failure: Half damage.

BONUS ACTIONS

Point Blank Shot. Dexterity Saving Throw: DC 11, one creature within 5 feet of the psithalide that it can see. Failure: 3 (1d6) force damage, and the target is pushed back 5 feet. Success: Half damage. Failure or Success: The psithalide takes an equal amount of damage, and the psithalide is pushed back 5 feet.

Psithalide Bombard

Medium • Monstrosity • Lawful Neutral

Armor Class 14

Hit Points 90 (12d8 + 36)

Speed 30 ft.

Initiative +1 (11)

STRDEXCONINTWISCHA
16 (+3)13 (+1)16 (+3)10 (+0)16 (+3)10 (+0)

Skills Perception +6

Damage Resistances lightning, psychic

Senses darkvision 60 ft., passive Perception 16

Languages telepathy 60 ft.

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

Siege Monster. The psithalide deals double damage to objects and structures.

ACTIONS

Nerve Shock. Melee Weapon Attack: +6, reach 5 ft. Hit: 10 (3d6) lightning damage plus 10 (3d6) psychic damage. If this attack scores a critical hit, the target becomes stunned until the end of its next turn.

 

 

 

Psy-Bombard. Ranged Weapon Attack: +6 (with disadvantage if the target is within 20 feet of the psithalide), range 150/300 ft. Hit: 28 (6d8) force damage. Constitution Saving Throw: DC 14, each creature in a 5-foot emanation originating from the target. Failure: Half damage.

BONUS ACTIONS

Point Blank Shot. Dexterity Saving Throw: DC 14, one creature within 5 feet of the psithalide that it can see. Failure: 12 (3d8) force damage, and the target is pushed back 10 feet. Success: Half damage. Failure or Success: The psithalide takes an equal amount of damage, and the psithalide is pushed back 5 feet.

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.