Spiritweaver
Small or Medium • Humanoid • Any Alignment
Armor Class 14
Hit Points 120 (16d8 + 48)
Speed 30 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 14 (+2) | 14 (+2) | 18 (+4) | 16 (+3) |
Saving Throws Int +5, Wis +7, Cha +6
Skills History +5, Insight +7, Medicine +7
Damage Resistances necrotic
Gear druidic focus, studded leather
Senses passive Perception 14
Languages Common, Druidic, and one other language
CR 7 (XP 2,900; PB +3)

Ethereal Sight. The spiritweaver can see 60 feet into the Ethereal Plane when it is on the Material Plane.
Spectral Rebirth. When the spiritweaver dies, at the start of its next turn its spirit leaves its body and materializes as a ghost with the same initiative.
ACTIONS
Multiattack. The spiritweaver makes two Spiritflame attacks. It can replace one of those attacks with a use of its Call Forth or Spellcasting.
Spiritflame. Melee or Ranged Spell Attack: +7, reach 5 ft. or range 120 ft. Hit: 26 (4d10 + 4) necrotic damage.
Call Forth (1/Day). The spiritweaver magically summons four specters. The summoned creatures appear in unoccupied spaces within 60 feet of their summoner and act as allies. They remain for 10 minutes or until dismissed as a bonus action.
Spellcasting. The spiritweaver casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):
At will: clairvoyance, message, speak with dead
2/day: charm person, hold person, sending
1/day: contact other plane, dominate person, dream
BONUS ACTIONS
Binding Hex. Charisma Saving Throw: DC 15, one creature the spiritweaver can see within 60 feet. Failure: The target becomes cursed. While cursed, it can’t use one standard action (such as Dodge, Dash, or similar) of the spiritweaver’s choosing. A creature can be affected by this multiple times.
REACTIONS
Fade (2/Day). Trigger: The spiritweaver takes damage. Response: The spiritweaver becomes invisible until the start of its next turn and teleports to a space within 15 feet that it can see.
Spiritweaver
Small or Medium • Humanoid • Any Alignment
Armor Class 12
Hit Points 65 (10d8 + 20)
Speed 30 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 12 (+1) | 12 (+1) | 12 (+1) | 16 (+3) | 14 (+2) |
Saving Throws Int +3, Wis +5, Cha +4
Skills History +3, Insight +5, Medicine +5
Damage Resistances necrotic
Gear druidic focus, leather
Senses passive Perception 13
Languages Common, Druidic, and one other language
CR 4 (XP 1,100; PB +2)

Ethereal Sight. The spiritweaver can see 60 feet into the Ethereal Plane when it is on the Material Plane.
Spectral Rebirth. When the spiritweaver dies, at the start of its next turn its spirit leaves its body and materializes as a ghost with the same initiative.
ACTIONS
Multiattack. The spiritweaver makes two Spiritflame attacks. It can replace one of those attacks with a use of its Call Forth or Spellcasting.
Spiritflame. Melee or Ranged Spell Attack: +7, reach 5 ft. or range 120 ft. Hit: 16 (3d8 + 3) necrotic damage.
Call Forth (1/Day). The spiritweaver magically summons two specters. The summoned creatures appear in unoccupied spaces within 60 feet of their summoner and act as allies. They remain for 10 minutes or until dismissed as a bonus action.
Spellcasting. The spiritweaver casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):
At will: clairvoyance, message, speak with dead
1/day: charm person, contact other plane, hold person, sending
BONUS ACTIONS
Binding Hex. Charisma Saving Throw: DC 13, one creature the spiritweaver can see within 60 feet. Failure: The target becomes cursed. While cursed, it can’t use one standard action (such as Dodge, Dash, or similar) of the spiritweaver’s choosing. A creature can be affected by this multiple times.
REACTIONS
Fade (1/Day). Trigger: The spiritweaver takes damage. Response: The spiritweaver becomes invisible until the start of its next turn and teleports to a space within 15 feet that it can see.
Spiritweaver
Small or Medium • Humanoid • Any Alignment
Armor Class 15
Hit Points 178 (21d8 + 84)
Speed 30 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 16 (+3) | 16 (+3) | 16 (+3) | 20 (+5) | 18 (+4) |
Saving Throws Int +7, Wis +9, Cha +8
Skills History +7, Insight +9, Medicine +9
Damage Resistances necrotic
Gear druidic focus, studded leather
Senses passive Perception 15
Languages Common, Druidic, and one other language
CR 10 (XP 5,900; PB +4)

Ethereal Sight. The spiritweaver can see 60 feet into the Ethereal Plane when it is on the Material Plane.
Spectral Rebirth. When the spiritweaver dies, at the start of its next turn its spirit leaves its body and materializes as a ghost with the same initiative.
ACTIONS
Multiattack. The spiritweaver makes two Spiritflame attacks. It can replace one of those attacks with a use of its Call Forth or Spellcasting.
Spiritflame. Melee or Ranged Spell Attack: +7, reach 5 ft. or range 120 ft. Hit: 37 (5d12 + 5) necrotic damage.
Call Forth (1/Day). The spiritweaver magically summons six specters. The summoned creatures appear in unoccupied spaces within 60 feet of their summoner and act as allies. They remain for 10 minutes or until dismissed as a bonus action.
Spellcasting. The spiritweaver casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 17):
At will: clairvoyance, message, speak with dead
2/day: charm person, contact other plane, dominate person, dream, hold person, sending
BONUS ACTIONS
Binding Hex. Charisma Saving Throw: DC 17, one creature the spiritweaver can see within 60 feet. Failure: The target becomes cursed. While cursed, it can’t use one standard action (such as Dodge, Dash, or similar) of the spiritweaver’s choosing. A creature can be affected by this multiple times.
REACTIONS
Fade (3/Day). Trigger: The spiritweaver takes damage. Response: The spiritweaver becomes invisible until the start of its next turn and teleports to a space within 30 feet that it can see.
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.
