Voltling

Tiny • Elemental • Neutral

Armor Class 14

Hit Points 10 (4d4)

Speed 0 ft., fly 40 ft. (hover)

Initiative +4 (14)

STRDEXCONINTWISCHA
1 (-5)18 (+4)10 (+0)2 (-4)8 (-1)3 (-4)

Damage Resistances thunder; bludgeoning, piercing, and slashing

Damage Immunities lightning

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses darkvision 30 ft., passive Perception 9

Languages Understands Primordial but can't speak

CR 1/4 (XP 50; PB +2)

Lightning Form. The voltling can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

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

ACTIONS

Arcing. Constitution Saving Throw: DC 10 (with disadvantage if the target wears metal armor), one creature in the voltling's space that it can see that hasn't been affected by this ability this turn. Failure: 2 (1d4) lightning damage, and the target can't take reactions until the start of its next turn. The voltling can then move up to half its speed toward the closest creature it can see that hasn't been affected by this ability this turn and use this ability against that creature. Success: Half damage.

Voltling

Tiny • Elemental • Neutral

Armor Class 13

Hit Points 2 (1d4)

Speed 0 ft., fly 40 ft. (hover)

Initiative +3 (13)

STRDEXCONINTWISCHA
1 (-5)16 (+3)10 (+0)2 (-4)8 (-1)3 (-4)

Damage Resistances thunder; bludgeoning, piercing, and slashing

Damage Immunities lightning

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses darkvision 30 ft., passive Perception 9

Languages Understands Primordial but can't speak

CR 0 (XP 10; PB +2)

Lightning Form. The voltling can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

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

ACTIONS

Arcing. Constitution Saving Throw: DC 10 (with disadvantage if the target wears metal armor), one creature in the voltling's space that it can see that hasn't been affected by this ability this turn. Failure: 1 lightning damage, and the target can't take reactions until the start of its next turn. Once per turn, the voltling can then move up to half its speed toward the closest creature it can see that hasn't been affected by this ability this turn and use this ability against that creature.

Voltling

Tiny • Elemental • Neutral

Armor Class 15

Hit Points 40 (9d4 + 18)

Speed 0 ft., fly 40 ft. (hover)

Initiative +5 (15)

STRDEXCONINTWISCHA
1 (-5)20 (+5)14 (+2)2 (-4)8 (-1)3 (-4)

Damage Resistances thunder; bludgeoning, piercing, and slashing

Damage Immunities lightning

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses darkvision 30 ft., passive Perception 9

Languages Understands Primordial but can't speak

CR 2 (XP 450; PB +2)

Lightning Form. The voltling can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

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

ACTIONS

Arcing. Constitution Saving Throw: DC 12 (with disadvantage if the target wears metal armor), one creature in the voltling's space that it can see that hasn't been affected by this ability this turn. Failure: 9 (2d8) lightning damage, and the target can't take reactions until the start of its next turn. The voltling can then move up to half its speed toward the closest creature it can see that hasn't been affected by this ability this turn and use this ability against that creature. 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.