Shadowling

Tiny • Fiend • Neutral Evil

Armor Class 11

Hit Points 7 (3d4)

Speed 30 ft., climb 30 ft.

Initiative +1 (11)

STRDEXCONINTWISCHA
5 (-3)13 (+1)10 (+0)7 (-2)11 (+0)8 (-1)

Skills Perception +4, Stealth +5

Damage Resistances cold, fire, poison

Senses darkvision 120 ft. (unimpeded by magical darkness), passive Perception 14

Languages understands Abyssal and Infernal but can't speak them

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

A small shadowy creature with multiple glowing red eyes and clawed limbs.

Familiar. The shadowling can serve another creature as a familiar.

Magic Resistance. The shadowling has advantage on saving throws against spells and other magical effects.

Spider Climb. The shadowling can climb difficult surfaces, including along ceilings, without needing to make an ability check.

ACTIONS

Claw. Melee Weapon Attack: +3, reach 5 ft. Hit: 3 (1d4 + 1) slashing damage.

Darkness (1/Day). The shadowling casts darkness (5-foot radius sphere), requiring no material components and using Charisma as the spellcasting ability.

BONUS ACTIONS

Shadow Stealth. While in dim light or darkness, the shadowling takes the Hide action.

Shadowling

Tiny • Fiend • Neutral Evil

Armor Class 10

Hit Points 3 (1d4)

Speed 20 ft., climb 20 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
5 (-3)11 (+0)10 (+0)7 (-2)10 (+0)8 (-1)

Skills Perception +2, Stealth +2

Damage Resistances cold, fire, poison

Senses darkvision 120 ft. (unimpeded by magical darkness), passive Perception 12

Languages understands Abyssal and Infernal but can't speak them

CR 0 (XP 10; PB +2)

A small shadowy creature with multiple glowing red eyes and clawed limbs.

Familiar. The shadowling can serve another creature as a familiar.

Magic Resistance. The shadowling has advantage on saving throws against spells and other magical effects.

Spider Climb. The shadowling can climb difficult surfaces, including along ceilings, without needing to make an ability check.

ACTIONS

Claw. Melee Weapon Attack: +2, reach 5 ft. Hit: 1 slashing damage.

Darkness (1/Day). The shadowling casts darkness (5-foot radius sphere), requiring no material components and using Charisma as the spellcasting ability.

BONUS ACTIONS

Shadow Stealth. While in dim light or darkness, the shadowling takes the Hide action.

Shadowling

Tiny • Fiend • Neutral Evil

Armor Class 12

Hit Points 24 (7d4 + 7)

Speed 30 ft., climb 30 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
5 (-3)15 (+2)12 (+1)7 (-2)13 (+1)8 (-1)

Skills Perception +5, Stealth +6

Damage Resistances cold, fire, poison

Senses darkvision 120 ft. (unimpeded by magical darkness), passive Perception 15

Languages understands Abyssal and Infernal but can't speak them

CR 1 (XP 200; PB +2)

A small shadowy creature with multiple glowing red eyes and clawed limbs.

Familiar. The shadowling can serve another creature as a familiar.

Magic Resistance. The shadowling has advantage on saving throws against spells and other magical effects.

Spider Climb. The shadowling can climb difficult surfaces, including along ceilings, without needing to make an ability check.

ACTIONS

Multiattack. The shadowling makes two Claw attacks.

Claw. Melee Weapon Attack: +4, reach 5 ft. Hit: 5 (1d6 + 2) slashing damage.

Darkness (2/Day). The shadowling casts darkness (10-foot radius sphere), requiring no material components and using Charisma as the spellcasting ability.

BONUS ACTIONS

Shadow Stealth. While in dim light or darkness, the shadowling takes the 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.