Psithalide Overseer
Large • Monstrosity • Lawful Neutral
Armor Class 18
Hit Points 180 (19d10 + 76)
Speed 30 ft., fly 40 ft. (hover)
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 16 (+3) | 19 (+4) | 19 (+4) | 16 (+3) | 18 (+4) |
Skills Investigation +9, Perception +8
Damage Resistances lightning, psychic
Senses darkvision 120 ft., passive Perception 18
Languages telepathy 120 ft.
CR 13 (XP 10,000; PB +5)

Neural Override. While in a 30-foot emanation originating from the psithalide overseer, other allied psithalides deal an extra 1d6 psychic damage when the hit with an attack roll. Further, when such allies are incapacitated, they can still use their action to take the Dodge or Disengage action.
ACTIONS
Multiattack. The psithalide makes three attacks, using Coordinating Slash or Gravic Strike in any combination. It can replace one of those attacks with a Nerve Shock attack or a use of Spellcasting for an at-will spell.
Coordinating Slash. Melee Weapon Attack: +9, reach 5 ft. Hit: 22 (4d8 + 4) slashing damage. Additionally, one allied creature within 5 feet of the target can use its reaction to make an opportunity attack against the target.
Gravic Strike. Melee or Ranged Spell Attack: +9, reach 5 ft. or range 90 ft. Hit: 26 (4d10 + 4) force damage, and the target is moved 5 feet in a direction of the psithalide's choice.
Nerve Shock. Melee Weapon Attack: +9, reach 5 ft. Hit: 16 (3d10) lightning damage plus 16 (3d10) psychic damage. If this attack scores a critical hit, the target becomes stunned until the end of its next turn.
Synaptic Blast (Recharge 5-6). Intelligence Saving Throw: DC 17, each creature of the psithalide's choice in a 20-foot-radius sphere centered on a point within 90 feet that the psithalide can see. Creatures can't gain cover from the ability. Failure: 39 (6d12) psychic damage, and the target becomes affected by the confusion spell until the end of its next turn. Success: Half damage.
Spellcasting. The psithalide casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):
At will: slow, telekinesis
1/day: dominate monster, passwall, power word stun
BONUS ACTIONS
Reposition. The psithalide overseer chooses two allied creatures (it can choose itself) that are within 30 feet of the psithalide. The targets magically swap their positions. If there is not enough space to accommodate any of the creatures, the teleportation fails for both of them.
REACTIONS
Suppress Will. Trigger: A creature within 60 feet of the psithalide overseer wants to take a reaction. Response - Wisdom Saving Throw: DC 17, the target. Failure: The target can't take reactions this turn.
Psithalide Overseer
Large • Monstrosity • Lawful Neutral
Armor Class 17
Hit Points 127 (15d10 + 45)
Speed 30 ft., fly 40 ft. (hover)
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 14 (+2) | 17 (+3) | 17 (+3) | 14 (+2) | 16 (+3) |
Skills Investigation +7, Perception +6
Damage Resistances lightning, psychic
Senses darkvision 120 ft., passive Perception 16
Languages telepathy 120 ft.
CR 10 (XP 5,900; PB +4)

Neural Override. While in a 20-foot emanation originating from the psithalide overseer, other allied psithalides deal an extra 1d4 psychic damage when the hit with an attack roll. Further, when such allies are incapacitated, they can still use their action to take the Dodge or Disengage action.
ACTIONS
Multiattack. The psithalide makes three attacks, using Coordinating Slash or Gravic Strike in any combination. It can replace one of those attacks with a Nerve Shock attack or a use of Spellcasting for an at-will spell.
Coordinating Slash. Melee Weapon Attack: +7, reach 5 ft. Hit: 16 (3d8 + 3) slashing damage. Additionally, one allied creature within 5 feet of the target can use its reaction to make an opportunity attack against the target.
Gravic Strike. Melee or Ranged Spell Attack: +7, reach 5 ft. or range 90 ft. Hit: 19 (3d10 + 3) force damage, and the target is moved 5 feet in a direction of the psithalide's choice.
Nerve Shock. Melee Weapon Attack: +7, reach 5 ft. Hit: 11 (2d10) lightning damage plus 11 (2d10) psychic damage. If this attack scores a critical hit, the target becomes stunned until the end of its next turn.
Synaptic Blast (Recharge 5-6). Intelligence Saving Throw: DC 15, each creature of the psithalide's choice in a 20-foot-radius sphere centered on a point within 90 feet that the psithalide can see. Creatures can't gain cover from the ability. Failure: 32 (5d12) psychic damage, and the target becomes affected by the confusion spell until the end of its next turn. Success: Half damage.
Spellcasting. The psithalide casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15):
At will: slow, telekinesis
1/day: dominate monster, passwall
BONUS ACTIONS
Reposition. The psithalide overseer chooses two allied creatures (it can choose itself) that are within 30 feet of the psithalide. The targets magically swap their positions. If there is not enough space to accommodate any of the creatures, the teleportation fails for both of them.
REACTIONS
Suppress Will. Trigger: A creature within 60 feet of the psithalide overseer wants to take a reaction. Response - Wisdom Saving Throw: DC 15, the target. Failure: The target can't take reactions this turn.
Psithalide Overseer
Large • Monstrosity • Lawful Neutral
Armor Class 19
Hit Points 231 (22d10 + 110)
Speed 30 ft., fly 40 ft. (hover)
Initiative +4 (14)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 18 (+4) | 21 (+5) | 21 (+5) | 18 (+4) | 20 (+5) |
Skills Investigation +10, Perception +9
Damage Resistances lightning, psychic
Senses darkvision 120 ft., passive Perception 19
Languages telepathy 120 ft.
CR 16 (XP 15,000; PB +5)

Neural Override. While in a 30-foot emanation originating from the psithalide overseer, other allied psithalides deal an extra 1d8 psychic damage when the hit with an attack roll. Further, when such allies are incapacitated, they can still use their action to take the Dodge or Disengage action.
ACTIONS
Multiattack. The psithalide makes three attacks, using Coordinating Slash or Gravic Strike in any combination. It can replace one of those attacks with a Nerve Shock attack or a use of Spellcasting for an at-will spell.
Coordinating Slash. Melee Weapon Attack: +10, reach 5 ft. Hit: 24 (3d12 + 5) slashing damage. Additionally, one allied creature within 5 feet of the target can use its reaction to make an opportunity attack against the target.
Gravic Strike. Melee or Ranged Spell Attack: +10, reach 5 ft. or range 90 ft. Hit: 31 (4d12 + 5) force damage, and the target is moved 5 feet in a direction of the psithalide's choice.
Nerve Shock. Melee Weapon Attack: +10, reach 5 ft. Hit: 19 (3d12) lightning damage plus 19 (3d12) psychic damage. If this attack scores a critical hit, the target becomes stunned until the end of its next turn.
Synaptic Blast (Recharge 5-6). Intelligence Saving Throw: DC 18, each creature of the psithalide's choice in a 20-foot-radius sphere centered on a point within 90 feet that the psithalide can see. Creatures can't gain cover from the ability. Failure: 45 (7d12) psychic damage, and the target becomes affected by the confusion spell until the end of its next turn. Success: Half damage.
Spellcasting. The psithalide casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18):
At will: slow, telekinesis
1/day: dominate monster, passwall, power word stun
BONUS ACTIONS
Reposition. The psithalide overseer chooses two allied creatures (it can choose itself) that are within 30 feet of the psithalide. The targets magically swap their positions. If there is not enough space to accommodate any of the creatures, the teleportation fails for both of them.
REACTIONS
Suppress Will. Trigger: A creature within 60 feet of the psithalide overseer wants to take a reaction. Response - Wisdom Saving Throw: DC 18, the target. Failure: The target can't take reactions this 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.
