Pumpkin Wight
Small • Fey • Chaotic Evil
Armor Class 13
Hit Points 36 (8d6 + 8)
Speed 30 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 14 (+2) | 12 (+1) | 9 (-1) | 12 (+1) | 15 (+2) |
Skills Intimidation +4, Stealth +6
Damage Resistances poison
Damage Immunities fire
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 11
Languages Common, Sylvan
CR 2 (XP 700; PB +2)

Fright Feeder. When a creature within 30 feet of the wight becomes frightened, the wight gains 5 temporary hit points.
ACTIONS
Multiattack. The wight makes two Claw attacks and uses its BOO! once if possible.
Claw. Melee Weapon Attack: +4, reach 5 ft. Hit: 6 (1d8 + 2) slashing damage. A frightened target takes an additional 4 (1d8) psychic damage.
BOO! Wisdom Saving Throw: DC 12, one creature within 10 feet that can’t see the wight. Failure: The target becomes frightened until the end of its next turn.
Spellcasting. The wight casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12):
At will: dancing lights, minor illusion
1/day: invisibility, fear, silent image
BONUS ACTIONS
Nimble Escape. The wight takes the Disengage or Hide action.
Pumpkin Wight
Small • Fey • Chaotic Evil
Armor Class 12
Hit Points 10 (3d6)
Speed 30 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 12 (+1) | 10 (+0) | 9 (-1) | 10 (+0) | 13 (+1) |
Skills Intimidation +3, Stealth +5
Damage Resistances poison
Damage Immunities fire
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 10
Languages Common, Sylvan
CR 1/4 (XP 50; PB +2)

Fright Feeder. When a creature within 30 feet of the wight becomes frightened, the wight gains 3 temporary hit points.
ACTIONS
Multiattack. The wight makes one Claw attacks and uses its BOO! once if possible.
Claw. Melee Weapon Attack: +3, reach 5 ft. Hit: 3 (1d4 + 1) slashing damage. A frightened target takes an additional 2 (1d4) psychic damage.
BOO! Wisdom Saving Throw: DC 11, one creature within 10 feet that can’t see the wight. Failure: The target becomes frightened until the end of its next turn.
Spellcasting. The wight casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12):
At will: dancing lights, minor illusion
1/day: invisibility
BONUS ACTIONS
Nimble Escape. The wight takes the Disengage or Hide action.
Pumpkin Wight
Small • Fey • Chaotic Evil
Armor Class 14
Hit Points 66 (12d6 + 24)
Speed 30 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 16 (+3) | 14 (+2) | 9 (-1) | 14 (+2) | 17 (+3) |
Skills Intimidation +6, Stealth +9
Damage Resistances poison
Damage Immunities fire
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 12
Languages Common, Sylvan
CR 5 (XP 1,100; PB +3)

Fright Feeder. When a creature within 30 feet of the wight becomes frightened, the wight gains 10 temporary hit points.
ACTIONS
Multiattack. The wight makes two Claw attacks and uses its BOO! once if possible.
Claw. Melee Weapon Attack: +4, reach 5 ft. Hit: 12 (2d8 + 3) slashing damage. A frightened target takes an additional 9 (2d8) psychic damage.
BOO! Wisdom Saving Throw: DC 12, one creature within 10 feet that can’t see the wight. Failure: The target becomes frightened until the end of its next turn.
Spellcasting. The wight casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12):
At will: dancing lights, minor illusion
2/day: invisibility, fear, silent image
BONUS ACTIONS
Nimble Escape. The wight takes the Disengage or Hide action.
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.
