Raincaller

Small or Medium • Humanoid • Any Alignment

Armor Class 12

Hit Points 32 (5d8 + 10)

Speed 30 ft.

Initiative +1 (11)

STRDEXCONINTWISCHA
10 (+0)12 (+1)14 (+2)12 (+1)15 (+2)11 (+0)

Saving Throws Str +2

Skills Investigation +3, Nature +3, Survival +4

Gear component pouch, leather, quarterstaff

Senses passive Perception 12

Languages Common, Primordial

CR 1 (XP 200; PB +2)

ACTIONS

Air Burst. Melee or Ranged Spell Attack: +4, reach 5 ft or range 60 ft. Hit: 12 (3d6 + 2) bludgeoning damage and the target is knocked prone.

Spellcasting. The raincaller casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12):

At will: druidcraft, create or destroy water (create water only, and only as rain)

2/day: fog cloud, gust of wind, thunderwave

1/day: call lightning (only in stormy conditions)

BONUS ACTIONS

Tailwind (Recharges after a Rest). A willing creature within 30 feet of the raincaller (including itself) that it can see doubles its movement speed until the end of its next turn.

REACTIONS

Sudden Gale (2/Day). Trigger: The raincaller is targeted with an attack roll. Response: The attack roll is made with disadvantage, and the raincaller moves up to 10 feet without provoking opportunity attacks.

Raincaller

Small or Medium • Humanoid • Any Alignment

Armor Class 12

Hit Points 11 (2d8 + 2)

Speed 30 ft.

Initiative +1 (11)

STRDEXCONINTWISCHA
10 (+0)12 (+1)12 (+1)10 (+0)13 (+1)10 (+0)

Skills Investigation +2, Nature +2, Survival +3

Gear component pouch, leather, quarterstaff

Senses passive Perception 11

Languages Common, Primordial

CR 1/8 (XP 25; PB +2)

ACTIONS

Air Burst. Melee or Ranged Spell Attack: +3, reach 5 ft or range 30 ft. Hit: 3 (1d6) bludgeoning damage and the target is knocked prone.

Spellcasting. The raincaller casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 11):

At will: druidcraft, create or destroy water (create water only, and only as rain)

1/day: fog cloud, gust of wind

BONUS ACTIONS

Tailwind (1/Day). A willing creature within 30 feet of the raincaller (including itself) that it can see doubles its movement speed until the end of its next turn.

REACTIONS

Sudden Gale (1/Day). Trigger: The raincaller is targeted with an attack roll. Response: The attack roll is made with disadvantage, and the raincaller moves up to 10 feet without provoking opportunity attacks.

Raincaller

Small or Medium • Humanoid • Any Alignment

Armor Class 14

Hit Points 75 (10d8 + 30)

Speed 30 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
10 (+0)14 (+2)16 (+3)14 (+2)17 (+3)13 (+1)

Saving Throws Str +3

Skills Investigation +4, Nature +4, Survival +5

Gear component pouch, studded leather, quarterstaff

Senses passive Perception 13

Languages Common, Primordial

CR 4 (XP 1,100; PB +2)

ACTIONS

Multiattack. The raincaller makes two Air Burst attacks.

Air Burst. Melee or Ranged Spell Attack: +5, reach 5 ft or range 90 ft. Hit: 16 (3d8 + 3) bludgeoning damage and the target is knocked prone.

Spellcasting. The raincaller casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):

At will: druidcraft, create or destroy water (create water only, and only as rain)

2/day: fog cloud, gust of wind, thunderwave

1/day: call lightning (only in stormy conditions)

BONUS ACTIONS

Tailwind (Recharges after a Rest). A willing creature within 30 feet of the raincaller (including itself) that it can see doubles its movement speed until the end of its next turn.

REACTIONS

Sudden Gale (Recharges 5-6). Trigger: The raincaller is targeted with an attack roll. Response: The attack roll is made with disadvantage, and the raincaller moves up to 10 feet without provoking opportunity attacks.

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.