Sputterglobe
Small • Ooze • Unaligned
Armor Class 11
Hit Points 18 (4d6 + 4)
Speed 10 ft., fly 20 ft. (hover)
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 12 (+1) | 12 (+1) | 1 (-5) | 6 (-2) | 2 (-4) |
Damage Resistances acid, cold, fire
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, restrained
Senses blindsight 60 ft., passive Perception 8
Languages –
CR 1/2 (XP 100; PB +2)

Amorphous. The sputterglobe can move through a space as narrow as 1 inch wide without squeezing.
Death Burst. The sputterglobe explodes when it dies. Constitution Saving Throw: DC 11, each creature in a 5-foot emanation originating from the sputterglobe. Failure: The target is poisoned for 1 minute.
Unusual Nature. The sputterglobe doesn't require air or sleep.
ACTIONS
Multiattack. The sputterglobe makes three Fling Acid attacks.
Fling Acid. Ranged Weapon Attack: +3, range 30 ft. Hit: 3 (1d4 + 1) acid damage.
Sputter. Dexterity Saving Throw: DC 11, each creature in a 5-foot emanation originating from the sputterglobe. Failure: 5 (2d4) acid damage. Success: Half damage.
Sputterglobe
Small • Ooze • Unaligned
Armor Class 10
Hit Points 3 (1d6)
Speed 5 ft., fly 20 ft. (hover)
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 10 (+0) | 10 (+0) | 1 (-5) | 6 (-2) | 2 (-4) |
Damage Resistances acid, cold, fire
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, restrained
Senses blindsight 30 ft., passive Perception 8
Languages –
CR 0 (XP 10; PB +2)

Amorphous. The sputterglobe can move through a space as narrow as 1 inch wide without squeezing.
Death Burst. The sputterglobe explodes when it dies. Constitution Saving Throw: DC 10, each creature in a 5-foot emanation originating from the sputterglobe. Failure: The target is poisoned until the end of its next turn.
Unusual Nature. The sputterglobe doesn't require air or sleep.
ACTIONS
Multiattack. The sputterglobe makes two Fling Acid attacks.
Fling Acid. Ranged Weapon Attack: +2, range 20 ft. Hit: 1 acid damage.
Sputter. Dexterity Saving Throw: DC 10, each creature in a 5-foot emanation originating from the sputterglobe. Failure: 1 acid damage.
Sputterglobe
Small • Ooze • Unaligned
Armor Class 13
Hit Points 58 (9d6 + 27)
Speed 10 ft., fly 30 ft. (hover)
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 16 (+3) | 16 (+3) | 1 (-5) | 6 (-2) | 2 (-4) |
Damage Resistances acid, cold, fire
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, restrained
Senses blindsight 60 ft., passive Perception 8
Languages –
CR 3 (XP 700; PB +2)

Amorphous. The sputterglobe can move through a space as narrow as 1 inch wide without squeezing.
Death Burst. The sputterglobe explodes when it dies. Constitution Saving Throw: DC 13, each creature in a 10-foot emanation originating from the sputterglobe. Failure: The target is poisoned for 1 minute.
Unusual Nature. The sputterglobe doesn't require air or sleep.
ACTIONS
Multiattack. The sputterglobe makes three Fling Acid attacks.
Fling Acid. Ranged Weapon Attack: +4, range 30 ft. Hit: 9 (2d6 + 2) acid damage.
Sputter. Dexterity Saving Throw: DC 13, each creature in a 10-foot emanation originating from the sputterglobe. Failure: 13 (3d8) acid damage. Success: Half damage.
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.
