Psithalide Drone
Small • Monstrosity • Lawful Neutral
Armor Class 14
Hit Points 33 (6d6 + 12)
Speed 30 ft., climb 30 ft., burrow 20 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 13 (+1) | 14 (+2) | 8 (-1) | 12 (+1) | 8 (-1) |
Skills Athletics +4
Damage Resistances lightning
Senses darkvision 60 ft., passive Perception 11
Languages telepathy 30 ft.
CR 1 (XP 200; PB +2)

Distress Call. When the psithalide dies, it releases a telepathic signal to all psithalides within 100 feet of it.
Spider Climb. The psithalide can climb difficult surfaces, including along ceilings, without needing to make an ability check.
ACTIONS
Nerve Shock. Melee Weapon Attack: +4, reach 5 ft. Hit: 7 (2d6) lightning damage plus 7 (2d6) psychic damage. If this attack scores a critical hit, the target becomes stunned until the end of its next turn.
Resin Spit. Ranged Weapon Attack: +4, range 20/60 ft. Hit: 11 (2d8 + 2) bludgeoning damage. If the target is a creature, its speed is cumulatively reduced by 10 feet until it takes an action to remove the resin, ending the effect of all reductions.
Warp Space. Intelligence Saving Throw: DC 11, one creature within 10 feet of the psithalide that it can see. Failure: The area in a 30-foot emanation of the target's current space is difficult terrain for the target, and it has disadvantage on attack rolls while in it. The effect ends, and the area vanishes for it once the creature leaves the area. A creature with truesight automatically succeeds on the save.
Spellcasting (Psionics). The psithalide casts one of the following spells, requiring no material components and using Wisdom as spellcasting ability:
At will: mage hand (invisible), mending, wall of force (only one 10-foot panel).
REACTIONS
Resin Barrier (1/Day). Trigger: The psithalide or an allied creature within 5 feet of it takes damage. Response: The damage is reduced by 1d10.
Psithalide Drone
Small • Monstrosity • Lawful Neutral
Armor Class 13
Hit Points 9 (2d6 + 2)
Speed 30 ft., climb 30 ft., burrow 20 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 11 (+0) | 12 (+1) | 8 (-1) | 10 (+0) | 8 (-1) |
Skills Athletics +3
Damage Resistances lightning
Senses darkvision 60 ft., passive Perception 10
Languages telepathy 30 ft.
CR 1/8 (XP 25; PB +2)

Distress Call. When the psithalide dies, it releases a telepathic signal to all psithalides within 100 feet of it.
Spider Climb. The psithalide can climb difficult surfaces, including along ceilings, without needing to make an ability check.
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.
Resin Spit. Ranged Weapon Attack: +3, range 20/60 ft. Hit: 3 (1d4 + 1) bludgeoning damage. If the target is a creature, its speed is cumulatively reduced by 10 feet until it takes an action to remove the resin, ending the effect of all reductions.
Warp Space (1/Day). Intelligence Saving Throw: DC 10, one creature within 5 feet of the psithalide that it can see. Failure: The area in a 30-foot emanation of the target's current space is difficult terrain for the target, and it has disadvantage on attack rolls while in it. The effect ends, and the area vanishes for it once the creature leaves the area. A creature with truesight automatically succeeds on the save.
Spellcasting (Psionics). The psithalide casts one of the following spells, requiring no material components and using Wisdom as spellcasting ability:
At will: mage hand (invisible), mending
Psithalide Drone
Small • Monstrosity • Lawful Neutral
Armor Class 15
Hit Points 91 (14d6 + 42)
Speed 30 ft., climb 30 ft., burrow 20 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 15 (+2) | 16 (+3) | 8 (-1) | 14 (+2) | 8 (-1) |
Skills Athletics +5
Damage Resistances lightning
Senses darkvision 60 ft., passive Perception 12
Languages telepathy 30 ft.
CR 4 (XP 1,100; PB +2)

Distress Call. When the psithalide dies, it releases a telepathic signal to all psithalides within 100 feet of it.
Spider Climb. The psithalide can climb difficult surfaces, including along ceilings, without needing to make an ability check.
ACTIONS
Multiattack. The psithalide makes two attacks, using Nerve Shock and Resin Spit in any combination. It can replace one of these attacks with a use of Warp Space of Spellcasting.
Nerve Shock. Melee Weapon Attack: +4, reach 5 ft. Hit: 7 (2d6) lightning damage plus 7 (2d6) psychic damage. If this attack scores a critical hit, the target becomes stunned until the end of its next turn.
Resin Spit. Ranged Weapon Attack: +4, range 20/60 ft. Hit: 11 (2d8 + 2) bludgeoning damage. If the target is a creature, its speed is cumulatively reduced by 10 feet until it takes an action to remove the resin, ending the effect of all reductions.
Warp Space. Intelligence Saving Throw: DC 12, one creature within 10 feet of the psithalide that it can see. Failure: The area in a 30-foot emanation of the target's current space is difficult terrain for the target, and it has disadvantage on attack rolls while in it. The effect ends, and the area vanishes for it once the creature leaves the area. A creature with truesight automatically succeeds on the save.
Spellcasting (Psionics). The psithalide casts one of the following spells, requiring no material components and using Wisdom as spellcasting ability:
At will: mage hand (invisible), mending, wall of force (only one 10-foot panel).
REACTIONS
Resin Barrier (2/Day). Trigger: The psithalide or an allied creature within 5 feet of it takes damage. Response: The damage is reduced by 1d10.
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.
