Chainlight
Large • Celestial • Lawful Good
Armor Class 15
Hit Points 76 (9d10 + 27)
Speed 5 ft., fly 30 ft. (hover)
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 12 (+1) | 16 (+3) | 12 (+1) | 12 (+1) | 14 (+2) |
Saving Throws Str +7
Skills Athletics +7, Perception +4
Damage Resistances radiant
Condition Immunities charmed, frightened, poisoned, prone
Senses blindsight 30 ft., passive Perception 14
Languages all; telepathy 60 ft.
CR 7 (XP 2,900; PB +3)

Damage Transfer. While the chainlight is grappling one or more creatures, it reduces the damage it takes by 5 for each creature it is grappling. When this trait reduces damage, each grappled creature takes 5 radiant damage.
Holy Restraints. While grappled by the chainlight, a creature has disadvantage on saving throws forced by creatures other than the chainlight.
Magic Resistance. The chainlight has advantage on saving throws against spells and other magical effects.
Radiant Core. The chainlight sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Additionally, at the start of each of its turns, the chainlight deals 5 radiant damage to any creature of its choice in a 5-foot emanation originating from it.
Unusual Nature. The chainlight doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The chainlight makes two Chain attacks, uses Reel, and uses its Radiance.
Radiance. Constitution Saving Throw: DC 14, one creature within 30 feet of the chainlight that it can see. Failure: 22 (4d10) radiant damage, and the target is blinded. Success: Half damage.
Chain. Melee Weapon Attack: +7, reach 60 ft. Hit: The target is grappled (escape DC 15) from one of six chains. While grappled this way, the target is restrained. A chain can be damaged, freeing a grappled creature when destroyed (AC 20, HP 10, immunity to poison and psychic damage). Damaging a chain deals no damage to the chainlight, and one destroyed chain regrows at the start of the chainlight's next turn.
Reel. The chainlight pulls each creature grappled by it up to 30 feet straight toward it.
Chainlight
Large • Celestial • Lawful Good
Armor Class 14
Hit Points 45 (6d10 + 12)
Speed 5 ft., fly 30 ft. (hover)
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 10 (+0) | 14 (+2) | 10 (+0) | 10 (+0) | 12 (+1) |
Saving Throws Str +5
Skills Athletics +5, Perception +2
Damage Resistances radiant
Condition Immunities charmed, frightened, poisoned, prone
Senses blindsight 30 ft., passive Perception 12
Languages all; telepathy 60 ft.
CR 4 (XP 1,100; PB +2)

Damage Transfer. While the chainlight is grappling one or more creatures, it reduces the damage it takes by 5 for each creature it is grappling. When this trait reduces damage, each grappled creature takes 5 radiant damage.
Holy Restraints. While grappled by the chainlight, a creature has disadvantage on saving throws forced by creatures other than the chainlight.
Magic Resistance. The chainlight has advantage on saving throws against spells and other magical effects.
Radiant Core. The chainlight sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Additionally, at the start of each of its turns, the chainlight deals 5 radiant damage to any creature of its choice in a 5-foot emanation originating from it.
Unusual Nature. The chainlight doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The chainlight makes two Chain attacks, uses Reel, and uses its Radiance.
Radiance. Constitution Saving Throw: DC 12, one creature within 30 feet of the chainlight that it can see. Failure: 10 (3d6) radiant damage, and the target is blinded. Success: Half damage.
Chain. Melee Weapon Attack: +5, reach 60 ft. Hit: The target is grappled (escape DC 15) from one of six chains. While grappled this way, the target is restrained. A chain can be damaged, freeing a grappled creature when destroyed (AC 15, HP 10, immunity to poison and psychic damage). Damaging a chain deals no damage to the chainlight, and one destroyed chain regrows at the start of the chainlight's next turn.
Reel. The chainlight pulls each creature grappled by it up to 30 feet straight toward it.
Chainlight
Large • Celestial • Lawful Good
Armor Class 16
Hit Points 114 (12d10 + 48)
Speed 5 ft., fly 30 ft. (hover)
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 14 (+2) | 18 (+4) | 14 (+2) | 14 (+2) | 16 (+3) |
Saving Throws Str +7
Skills Athletics +9, Perception +6
Damage Resistances radiant
Condition Immunities charmed, frightened, poisoned, prone
Senses blindsight 30 ft., passive Perception 16
Languages all; telepathy 60 ft.
CR 10 (XP 5,900; PB +4)

Damage Transfer. While the chainlight is grappling one or more creatures, it reduces the damage it takes by 5 for each creature it is grappling. When this trait reduces damage, each grappled creature takes 5 radiant damage.
Holy Restraints. While grappled by the chainlight, a creature has disadvantage on saving throws forced by creatures other than the chainlight.
Magic Resistance. The chainlight has advantage on saving throws against spells and other magical effects.
Radiant Core. The chainlight sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Additionally, at the start of each of its turns, the chainlight deals 5 radiant damage to any creature of its choice in a 5-foot emanation originating from it.
Unusual Nature. The chainlight doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The chainlight makes two Chain attacks, uses Reel, and uses its Radiance.
Radiance. Constitution Saving Throw: DC 16, one creature within 30 feet of the chainlight that it can see. Failure: 32 (5d12) radiant damage, and the target is blinded. Success: Half damage.
Chain. Melee Weapon Attack: +9, reach 60 ft. Hit: The target is grappled (escape DC 15) from one of six chains. While grappled this way, the target is restrained. A chain can be damaged, freeing a grappled creature when destroyed (AC 20, HP 10, immunity to poison and psychic damage). Damaging a chain deals no damage to the chainlight, and one destroyed chain regrows at the start of the chainlight's next turn.
Reel. The chainlight pulls each creature grappled by it up to 30 feet straight toward 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.
