Unfulfilled

Medium • Undead (Wizard) • Chaotic Evil

Armor Class 18

Hit Points 180 (24d8 + 72)

Speed 30 ft.

Initiative +7 (17)

STRDEXCONINTWISCHA
10 (+0)16 (+3)16 (+3)7 (-2)8 (-1)6 (-2)

Saving Throws Con +7

Skills Perception +7

Damage Vulnerabilties radiant

Damage Immunities necrotic, poison

Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned

Senses darkvision 120 ft., passive Perception 17

Languages

CR 11 (XP 7,200; PB +4)

A spectral, cloaked phantom with glowing white eyes emerging from a haze of darkness.

Bloodied - Fleeting. While bloodied, the unfulfilled loses 5 hit points at the start of each of its turns while in combat. Additionally, any condition that affects the unfulfilled can only last a maximum of 1 round.

Unstable Magic. Whenever the unfulfilled casts a spell, roll a d6 to determine a side effect.

  1. The unfulfilled takes 10 (3d6) force damage, and the unfulfilled can’t cast the triggering spell again until it finishes a long rest.
  2. Each creature in a 60-foot emanation from the unfulfilled must roll a d8 to determine a random horizontal direction. Each creature then teleports to the closest unoccupied space 1d4 × 5 feet in that direction.
  3. The unfulfilled has disadvantage on saving throws but advantage on attack rolls until the end of its next turn.
  4. Creatures have advantage on attack rolls against the unfulfilled, but creatures also have disadvantage on saving throws against spells and effects of the unfulfilled. These effects last until the end of the unfulfilled’s next turn.
  5. Each creature in a 30-foot emanation from the unfulfilled (including the unfulfilled) can’t regain hit points until the end of its next turn.
  6. The unfulfilled becomes stunned until the end of the next creature’s turn.

Unusual Nature. The unfulfilled doesn't require air, food, drink, or sleep.

ACTIONS

Multiattack. The unfulfilled makes two Eldritch Claws attacks. It can replace one of these attacks with a use of Absorb Essence or Spellcasting.

Eldritch Claws. Melee Spell Attack: +7, reach 5 ft. Hit: 35 (5d12 + 3) necrotic damage.

Absorb Essence. Strength or Dexterity Saving Throw (the target’s choice): DC 15, one creature within 5 feet of the unfulfilled that it can see. Failure: The target becomes grappled (escape DC 15). While grappled, the target takes 22 (4d10) psychic damage at the start of each of its turns, and the unfulfilled regains hit points equal to the damage dealt. If this damage reduces the target to 0 hit points, the unfulfilled kills it, and the creature can’t be resurrected as long as the unfulfilled lives. The unfulfilled can only have one creature grappled like this at a time.

Spellcasting. The unfulfilled casts one of the following spells, using Constitution as the spellcasting ability (spell save DC 15):

At will: dispel magic, fireball, lightning bolt, hold monster

REACTIONS

Protective Magic. The unfulfilled casts counterspell or shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.

Unfulfilled

Medium • Undead (Wizard) • Chaotic Evil

Armor Class 17

Hit Points 156 (24d8 + 48)

Speed 30 ft.

Initiative +5 (15)

STRDEXCONINTWISCHA
10 (+0)14 (+2)14 (+2)7 (-2)8 (-1)6 (-2)

Saving Throws Con +5

Skills Perception +5

Damage Vulnerabilties radiant

Damage Immunities necrotic, poison

Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned

Senses darkvision 120 ft., passive Perception 15

Languages

CR 8 (XP 3,900; PB +3)

A spectral, cloaked phantom with glowing white eyes emerging from a haze of darkness.

Bloodied - Fleeting. While bloodied, the unfulfilled loses 5 hit points at the start of each of its turns while in combat. Additionally, any condition that affects the unfulfilled can only last a maximum of 1 round.

Unstable Magic. Whenever the unfulfilled casts a spell, roll a d6 to determine a side effect.

  1. The unfulfilled takes 7 (2d6) force damage, and the unfulfilled can’t cast the triggering spell again until it finishes a long rest.
  2. Each creature in a 60-foot emanation from the unfulfilled must roll a d8 to determine a random horizontal direction. Each creature then teleports to the closest unoccupied space 1d4 × 5 feet in that direction.
  3. The unfulfilled has disadvantage on saving throws but advantage on attack rolls until the end of its next turn.
  4. Creatures have advantage on attack rolls against the unfulfilled, but creatures also have disadvantage on saving throws against spells and effects of the unfulfilled. These effects last until the end of the unfulfilled’s next turn.
  5. Each creature in a 30-foot emanation from the unfulfilled (including the unfulfilled) can’t regain hit points until the end of its next turn.
  6. The unfulfilled becomes stunned until the end of the next creature’s turn.

Unusual Nature. The unfulfilled doesn't require air, food, drink, or sleep.

ACTIONS

Multiattack. The unfulfilled makes two Eldritch Claws attacks. It can replace one of these attacks with a use of Absorb Essence or Spellcasting.

Eldritch Claws. Melee Spell Attack: +5, reach 5 ft. Hit: 28 (4d12 + 2) necrotic damage.

Absorb Essence. Strength or Dexterity Saving Throw (the target’s choice): DC 13, one creature within 5 feet of the unfulfilled that it can see. Failure: The target becomes grappled (escape DC 13). While grappled, the target takes 16 (3d10) psychic damage at the start of each of its turns, and the unfulfilled regains hit points equal to the damage dealt. If this damage reduces the target to 0 hit points, the unfulfilled kills it, and the creature can’t be resurrected as long as the unfulfilled lives. The unfulfilled can only have one creature grappled like this at a time.

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

At will: dispel magic, fireball, lightning bolt, hold monster

REACTIONS

Protective Magic. The unfulfilled casts counterspell or shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.

Unfulfilled

Medium • Undead (Wizard) • Chaotic Evil

Armor Class 19

Hit Points 238 (28d8 + 112)

Speed 30 ft.

Initiative +9 (19)

STRDEXCONINTWISCHA
10 (+0)18 (+4)18 (+4)7 (-2)8 (-1)6 (-2)

Saving Throws Con +9

Skills Perception +9

Damage Vulnerabilties radiant

Damage Immunities necrotic, poison

Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned

Senses darkvision 120 ft., passive Perception 19

Languages

CR 14 (XP 11,500; PB +5)

A spectral, cloaked phantom with glowing white eyes emerging from a haze of darkness.

Bloodied - Fleeting. While bloodied, the unfulfilled loses 5 hit points at the start of each of its turns while in combat. Additionally, any condition that affects the unfulfilled can only last a maximum of 1 round.

Unstable Magic. Whenever the unfulfilled casts a spell, roll a d6 to determine a side effect.

  1. The unfulfilled takes 14 (4d6) force damage, and the unfulfilled can’t cast the triggering spell again until it finishes a long rest.
  2. Each creature in a 60-foot emanation from the unfulfilled must roll a d8 to determine a random horizontal direction. Each creature then teleports to the closest unoccupied space 1d4 × 5 feet in that direction.
  3. The unfulfilled has disadvantage on saving throws but advantage on attack rolls until the end of its next turn.
  4. Creatures have advantage on attack rolls against the unfulfilled, but creatures also have disadvantage on saving throws against spells and effects of the unfulfilled. These effects last until the end of the unfulfilled’s next turn.
  5. Each creature in a 30-foot emanation from the unfulfilled (including the unfulfilled) can’t regain hit points until the end of its next turn.
  6. The unfulfilled becomes stunned until the end of the next creature’s turn.

Unusual Nature. The unfulfilled doesn't require air, food, drink, or sleep.

ACTIONS

Multiattack. The unfulfilled makes two Eldritch Claws attacks. It can replace one of these attacks with a use of Absorb Essence or Spellcasting.

Eldritch Claws. Melee Spell Attack: +9, reach 5 ft. Hit: 43 (6d12 + 4) necrotic damage.

Absorb Essence. Strength or Dexterity Saving Throw (the target’s choice): DC 17, one creature within 5 feet of the unfulfilled that it can see. Failure: The target becomes grappled (escape DC 17). While grappled, the target takes 27 (5d10) psychic damage at the start of each of its turns, and the unfulfilled regains hit points equal to the damage dealt. If this damage reduces the target to 0 hit points, the unfulfilled kills it, and the creature can’t be resurrected as long as the unfulfilled lives. The unfulfilled can only have one creature grappled like this at a time.

Spellcasting. The unfulfilled casts one of the following spells, using Constitution as the spellcasting ability (spell save DC 17):

At will: dispel magic, fireball, lightning bolt, hold monster

REACTIONS

Protective Magic. The unfulfilled casts counterspell or shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.

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.