Velkra
Small or Medium • Fiend • Neutral Evil
Armor Class 15
Hit Points 99 (18d6 + 36)
Speed 30 ft.
Initiative +6 (16)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 9 (-1) | 16 (+3) | 14 (+2) | 16 (+3) | 17 (+3) | 15 (+2) |
Saving Throws Wis +6
Skills Insight +6, Investigation +6, Perception +9
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses truesight 60 ft., passive Perception 19
Languages Abyssal, Infernal; telepathy 60 ft.
CR 8 (XP 3,900; PB +3)

Displacement. Attack rolls against the velkra have disadvantage, since it projects an illusion that makes it appear to be near its actual location. This trait is suppressed while the velkra is incapacitated. A creature is unaffected by this trait if it has blindsight or truesight.
Eidetic Memory. The velkra never forgets a creature it has interacted with for more than 1 minute. It can perfectly recall anything it noticed about that creature: appearance, voice, mannerism, or similar.
Perfect Mimicry. The velkra can perfectly mimic any creature it remembers through its Eidetic Memory. A hearer can discern the imitations with a successful DC 20 Wisdom (Insight) check.
Magic Resistance. The velkra has advantage on saving throws against spells and other magical effects.
Vigilant. The velkra can’t be surprised.
ACTIONS
Multiattack. The velkra makes two Psychic Burst attacks. It can replace one of these attacks with a use of Spellcasting.
Psychic Burst. Melee or Ranged Spell Attack: +6, reach 5 ft. or range 120 ft. Hit: 25 (4d10 + 3) psychic damage.
Spellcasting. The velkra casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 14):
At will: minor illusion
1/day: greater invisibility, hypnotic pattern, major image, mislead, seeming, suggestion
BONUS ACTIONS
Confusing Gaze (Recharge 4-6). Wisdom Saving Throw: DC 14, each creature in a 60-foot Cone. If the velkra sees its reflection in the cone, the velkra must make this save. Failure: The target becomes affected by the confusion spell until the end of its turn.
REACTIONS
Bewilder. Trigger: A creature within 30 feet that the velkra can see rolls the d10 for the confusion spell. Response: The target rolls two d10 instead, and the velkra chooses the result of one of the dice to determine the confusion effect.
Velkra
Small or Medium • Fiend • Neutral Evil
Armor Class 14
Hit Points 67 (15d6 + 15)
Speed 30 ft.
Initiative +5 (15)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 9 (-1) | 14 (+2) | 12 (+1) | 14 (+2) | 15 (+2) | 13 (+1) |
Saving Throws Wis +5
Skills Insight +5, Investigation +5, Perception +8
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses truesight 60 ft., passive Perception 18
Languages Abyssal, Infernal; telepathy 60 ft.
CR 5 (XP 1,800; PB +3)

Displacement. Attack rolls against the velkra have disadvantage, since it projects an illusion that makes it appear to be near its actual location. This trait is suppressed while the velkra is incapacitated. A creature is unaffected by this trait if it has blindsight or truesight.
Eidetic Memory. The velkra never forgets a creature it has interacted with for more than 1 minute. It can perfectly recall anything it noticed about that creature: appearance, voice, mannerism, or similar.
Perfect Mimicry. The velkra can perfectly mimic any creature it remembers through its Eidetic Memory. A hearer can discern the imitations with a successful DC 17 Wisdom (Insight) check.
Magic Resistance. The velkra has advantage on saving throws against spells and other magical effects.
Vigilant. The velkra can’t be surprised.
ACTIONS
Multiattack. The velkra makes two Psychic Burst attacks. It can replace one of these attacks with a use of Spellcasting.
Psychic Burst. Melee or Ranged Spell Attack: +5, reach 5 ft. or range 120 ft. Hit: 18 (3d10 + 2) psychic damage.
Spellcasting. The velkra casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 13):
At will: minor illusion
1/day: hypnotic pattern, major image, mislead, seeming, suggestion
BONUS ACTIONS
Confusing Gaze (Recharge 5-6). Wisdom Saving Throw: DC 13, each creature in a 30-foot Cone. If the velkra sees its reflection in the cone, the velkra must make this save. Failure: The target becomes affected by the confusion spell until the end of its turn.
REACTIONS
Bewilder. Trigger: A creature within 30 feet that the velkra can see rolls the d10 for the confusion spell. Response: The target rolls two d10 instead, and the velkra chooses the result of one of the dice to determine the confusion effect.
Velkra
Small or Medium • Fiend • Neutral Evil
Armor Class 16
Hit Points 169 (26d6 + 78)
Speed 30 ft.
Initiative +8 (18)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 9 (-1) | 18 (+4) | 16 (+3) | 18 (+4) | 19 (+4) | 17 (+3) |
Saving Throws Wis +8
Skills Insight +8, Investigation +8, Perception +12
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses truesight 60 ft., passive Perception 22
Languages Abyssal, Infernal; telepathy 60 ft.
CR 11 (XP 7,200; PB +4)

Displacement. Attack rolls against the velkra have disadvantage, since it projects an illusion that makes it appear to be near its actual location. This trait is suppressed while the velkra is incapacitated. A creature is unaffected by this trait if it has blindsight or truesight.
Eidetic Memory. The velkra never forgets a creature it has interacted with for more than 1 minute. It can perfectly recall anything it noticed about that creature: appearance, voice, mannerism, or similar.
Perfect Mimicry. The velkra can perfectly mimic any creature it remembers through its Eidetic Memory. A hearer can discern the imitations with a successful DC 23 Wisdom (Insight) check.
Magic Resistance. The velkra has advantage on saving throws against spells and other magical effects.
Vigilant. The velkra can’t be surprised.
ACTIONS
Multiattack. The velkra makes two Psychic Burst attacks. It can replace one of these attacks with a use of Spellcasting.
Psychic Burst. Melee or Ranged Spell Attack: +7, reach 5 ft. or range 120 ft. Hit: 36 (5d12 + 4) psychic damage.
Spellcasting. The velkra casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 16):
At will: minor illusion
1/day: greater invisibility, hypnotic pattern, major image, mislead, seeming, suggestion
BONUS ACTIONS
Confusing Gaze (Recharge 4-6). Wisdom Saving Throw: DC 16, each creature in a 60-foot Cone. If the velkra sees its reflection in the cone, the velkra must make this save. Failure: The target becomes affected by the confusion spell until the end of its turn.
REACTIONS
Bewilder. Trigger: A creature within 60 feet that the velkra can see rolls the d10 for the confusion spell. Response: The target rolls two d10 instead, and the velkra chooses the result of one of the dice to determine the confusion effect.
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.
