Sludgeling
Tiny • Elemental • Neutral
Armor Class 9
Hit Points 10 (4d4)
Speed 20 ft., swim 20 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 9 (-1) | 10 (+0) | 2 (-4) | 8 (-1) | 5 (-3) |
Damage Resistances fire; piercing
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 30 ft., passive Perception 9
Languages understands Primordial (Aquan, Terran) but can’t speak
CR 1/8 (XP 25; PB +2)

Amorphous. The sludgeling can move through a space as narrow as 1 inch wide without squeezing.
Familiar. The sludgeling can serve another creature as a familiar.
Naïve Curiosity. The sludgeling has disadvantage against being charmed. Additionally, it is incapacitated and has a speed of 0 while being within 5 feet of a creature it is charmed by.
Unusual Nature. The sludgeling doesn't require air, food, drink, or sleep.
ACTIONS
Slam. Melee Weapon Attack: +2, reach 5 feet. Hit: 3 (1d6) bludgeoning damage.
Muck Glob. Ranged Weapon Attack: +2, range 30 feet. Hit: 2 (1d4) bludgeoning damage, and the target becomes poisoned until the end of its next turn.
BONUS ACTIONS
Wiggle. The sludgeling takes the Disengage action.
Sludgeling
Tiny • Elemental • Neutral
Armor Class 9
Hit Points 27 (6d4 + 12)
Speed 20 ft., swim 20 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 9 (-1) | 14 (+2) | 2 (-4) | 8 (-1) | 5 (-3) |
Damage Resistances fire; piercing
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 30 ft., passive Perception 9
Languages understands Primordial (Aquan, Terran) but can’t speak
CR 1 (XP 200; PB +2)

Amorphous. The sludgeling can move through a space as narrow as 1 inch wide without squeezing.
Familiar. The sludgeling can serve another creature as a familiar.
Naïve Curiosity. The sludgeling has disadvantage against being charmed. Additionally, it is incapacitated and has a speed of 0 while being within 5 feet of a creature it is charmed by.
Unusual Nature. The sludgeling doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The sludgeling makes two attacks, using Slam and Muck Glob in any combination.
Slam. Melee Weapon Attack: +4, reach 5 feet. Hit: 6 (1d8 + 2) bludgeoning damage.
Muck Glob. Ranged Weapon Attack: +4, range 30 feet. Hit: 5 (1d6 + 2) bludgeoning damage, and the target becomes poisoned until the end of its next turn.
BONUS ACTIONS
Wiggle. The sludgeling takes the Disengage 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.
