Psithalide Broodlings
Large • Swarm of Tiny Monstrosities • Unaligned
Armor Class 11
Hit Points 33 (6d10)
Speed 20 ft., climb 20 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 12 (+1) | 10 (+0) | 6 (-2) | 8 (-1) | 4 (-3) |
Damage Vulnerabilties psychic
Damage Resistances lightning; bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses darkvision 30 ft., passive Perception 9
Languages understands telepathy but can't speak (while not bloodied)
CR 1 (XP 200, PB +2)

Swarm. The broodlings can occupy another creature's space and vice versa, and the broodlings can move through any opening large enough for a Tiny insect. The broodlings can't regain hit points or gain temporary hit points.
Swarm Consciousness. While bloodied, the broodlings' Intelligence score is reduced to 1.
Spider Climb. The broodlings can climb difficult surfaces, including along ceilings, without needing to make an ability check.
ACTIONS
Feed. Intelligence Saving Throw: DC 10, each creature within the broodlings’ space. Failure: 10 (4d4) psychic damage, or 5 (2d4) psychic damage while the broodlings are bloodied. Success: Half damage.
BONUS ACTIONS
Psionic Glimmer (Only While Not Bloodied). Intelligence Saving Throw: DC 9, each creature within the broodlings’ space. Failure: The target has disadvantage on their next saving throw or the next attack roll against it has advantage, whichever happens first. The effect ends early at the end of that target's next turn.
Psithalide Broodlings
Large • Swarm of Tiny Monstrosities • Unaligned
Armor Class 10
Hit Points 9 (2d10 - 2)
Speed 20 ft., climb 20 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 10 (+0) | 8 (-1) | 6 (-2) | 8 (-1) | 4 (-3) |
Damage Vulnerabilties psychic
Damage Resistances lightning; bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses darkvision 30 ft., passive Perception 9
Languages understands telepathy but can't speak (while not bloodied)
CR 1/8 (XP 25, PB +2)

Swarm. The broodlings can occupy another creature's space and vice versa, and the broodlings can move through any opening large enough for a Tiny insect. The broodlings can't regain hit points or gain temporary hit points.
Swarm Consciousness. While bloodied, the broodlings' Intelligence score is reduced to 1.
Spider Climb. The broodlings can climb difficult surfaces, including along ceilings, without needing to make an ability check.
ACTIONS
Feed. Intelligence Saving Throw: DC 9, each creature within the broodlings’ space. Failure: 5 (2d4) psychic damage, or 2 (1d4) psychic damage while the broodlings are bloodied.
Psithalide Broodlings
Large • Swarm of Tiny Monstrosities • Unaligned
Armor Class 12
Hit Points 75 (10d10 + 20)
Speed 20 ft., climb 20 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 14 (+2) | 14 (+2) | 6 (-2) | 8 (-1) | 4 (-3) |
Damage Vulnerabilties psychic
Damage Resistances lightning; bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses darkvision 30 ft., passive Perception 9
Languages understands telepathy but can't speak (while not bloodied)
CR 4 (XP 1,100, PB +2)

Swarm. The broodlings can occupy another creature's space and vice versa, and the broodlings can move through any opening large enough for a Tiny insect. The broodlings can't regain hit points or gain temporary hit points.
Swarm Consciousness. While bloodied, the broodlings' Intelligence score is reduced to 1.
Spider Climb. The broodlings can climb difficult surfaces, including along ceilings, without needing to make an ability check.
ACTIONS
Feed. Intelligence Saving Throw: DC 12, each creature within the broodlings’ space. Failure: 21 (6d6) psychic damage, or 10 (3d6) psychic damage while the broodlings are bloodied. Success: Half damage.
BONUS ACTIONS
Psionic Glimmer (Only While Not Bloodied). Intelligence Saving Throw: DC 12, each creature within the broodlings’ space. Failure: The target has disadvantage on their next saving throw or the next attack roll against it has advantage, whichever happens first. The effect ends early at the end of that target's next turn.
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.
