Voidwretch

Small • Aberration • Chaotic Evil

Armor Class 12

Hit Points 24 (7d6)

Speed 30 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
9 (-1)15 (+2)11 (+0)14 (+2)11 (+0)10 (+0)

Senses darkvision 30 ft., passive Perception 10

Languages telepathy 30 ft.

CR 1/2 (XP 100; PB +2)

Lurking aberrant creature with a large translucent purple dome for a head and long clawed limbs, creeping forward with unsettling alien posture.

Magic Resistance. The voidwretch has advantage on saving throws against spells and other magical effects.

Unusual Nature. The voidwretch doesn't require air.

ACTIONS

Thought Rake. Melee Weapon Attack: +4, reach 5 ft. Hit: 7 (2d4 + 2) psychic damage. Additionally, one creature of the voidwretch choice that it can see becomes invisible to the target. That creature is still visible to other creatures. The effect lasts until the end of the target’s next turn.

Neural Pulse. Intelligence Saving Throw: DC 12, one creature within 30 feet of the voidwretch that it can see. Failure: The target subtracts 1d4 from all attacks and ability checks it makes until the end of its next turn. This effect can stack up to three times.
Spellcasting. The voidwretch casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 12):

1/day: invisibility, mirror image, silent image

BONUS ACTIONS

Void Step. The voidwretch teleports to a point it can see within 15 feet of it.

Voidwretch

Small • Aberration • Chaotic Evil

Armor Class 11

Hit Points 5 (2d6 - 2)

Speed 30 ft.

Initiative +1 (11)

STRDEXCONINTWISCHA
7 (-2)13 (+1)9 (-1)12 (+1)9 (-1)8 (-1)

Senses darkvision 30 ft., passive Perception 9

Languages telepathy 30 ft.

CR 0 (XP 10; PB +2)

Lurking aberrant creature with a large translucent purple dome for a head and long clawed limbs, creeping forward with unsettling alien posture.

Magic Resistance. The voidwretch has advantage on saving throws against spells and other magical effects.

Unusual Nature. The voidwretch doesn't require air.

ACTIONS

Thought Rake. Melee Weapon Attack: +3, reach 5 ft. Hit: 1 psychic damage. Additionally, one creature of the voidwretch choice that it can see becomes invisible to the target. That creature is still visible to other creatures. The effect lasts until the end of the target’s next turn.

Neural Pulse. Intelligence Saving Throw: DC 12, one creature within 30 feet of the voidwretch that it can see. Failure: The target subtracts 1d4 from all attacks and ability checks it makes until the end of its next turn. This effect can stack up to three times.

Spellcasting. The voidwretch casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 11):

1/day: invisibility, silent image

BONUS ACTIONS

Void Step (1/Day). The voidwretch teleports to a point it can see within 10 feet of it.

Voidwretch

Small • Aberration • Chaotic Evil

Armor Class 13

Hit Points 58 (13d6 + 13)

Speed 30 ft.

Initiative +3 (13)

STRDEXCONINTWISCHA
11 (+0)17 (+3)13 (+1)16 (+3)13 (+1)12 (+1)

Senses darkvision 30 ft., passive Perception 11

Languages telepathy 30 ft.

CR 3 (XP 700; PB +2)

Lurking aberrant creature with a large translucent purple dome for a head and long clawed limbs, creeping forward with unsettling alien posture.

Magic Resistance. The voidwretch has advantage on saving throws against spells and other magical effects.

Unusual Nature. The voidwretch doesn't require air.

ACTIONS

Multiattack. The voidwretch makes two Tought Rake attacks. It can replace one of these attacks with a use of Neural Pulse or Spellcasting.

Thought Rake. Melee Weapon Attack: +5, reach 5 ft. Hit: 10 (2d6 + 3) psychic damage. Additionally, one creature of the voidwretch choice that it can see becomes invisible to the target. That creature is still visible to other creatures. The effect lasts until the end of the target’s next turn.

Neural Pulse. Intelligence Saving Throw: DC 13, one creature within 30 feet of the voidwretch that it can see. Failure: The target subtracts 1d8 from all attacks and ability checks it makes until the end of its next turn. This effect can stack up to three times.

Spellcasting. The voidwretch casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13):

2/day: invisibility, mirror image, silent image

BONUS ACTIONS

Void Step. The voidwretch teleports to a point it can see within 20 feet of it.

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.