Dawn Squire
Medium • Celestial • Lawful Good
Armor Class 18
Hit Points 32 (5d8 + 10)
Speed 30 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 11 (+0) | 14 (+2) | 11 (+0) | 12 (+1) | 14 (+2) |
Skills Perception +3
Damage Resistances radiant
Gear longsword, plate
Senses darkvision 60 ft., passive Perception 13
Languages Common, Celestial
CR 1 (XP 200; PB +2)

Bloodied - Guided Strikes. While bloodied, the squire has advantage on its attack rolls.
Earnest. The squire can’t lie.
ACTIONS
Multiattack. The squire makes two Longsword attacks.
Longsword. Melee Weapon Attack: +4, reach 5 ft. Hit: 6 (1d8 + 2) slashing damage. While bloodied, this attack deals an additional 3 (1d6) radiant damage.
Holy Ray. Ranged Spell Attack: +4, reach 30 ft. Hit: 10 (3d6) radiant damage.
REACTIONS
Intercept. Trigger: An allied creature within 5 feet of the squire is targeted by a melee attack, and the squire can see the attacker and is holding a weapon. Response: The attack is made with disadvantage.
Dawn Squire
Medium • Celestial • Lawful Good
Armor Class 16
Hit Points 11 (2d8 + 2)
Speed 30 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 10 (+0) | 12 (+1) | 10 (+0) | 10 (+0) | 12 (+1) |
Skills Perception +2
Damage Resistances radiant
Gear chain mail, longsword
Senses darkvision 60 ft., passive Perception 12
Languages Common, Celestial
CR 1/8 (XP 25; PB +2)

Earnest. The squire can’t lie.
ACTIONS
Longsword. Melee Weapon Attack: +3, reach 5 ft. Hit: 5 (1d8 + 1) slashing damage.
Holy Ray. Ranged Spell Attack: +3, reach 30 ft. Hit: 3 (1d6) radiant damage.
REACTIONS
Intercept. Trigger: An allied creature within 5 feet of the squire is targeted by a melee attack, and the squire can see the attacker and is holding a weapon. Response: The attack is made with disadvantage.
Dawn Squire
Medium • Celestial • Lawful Good
Armor Class 18
Hit Points 75 (10d8 + 30)
Speed 30 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 12 (+1) | 16 (+2) | 12 (+1) | 14 (+2) | 16 (+3) |
Skills Perception +5
Damage Resistances radiant
Gear longsword, plate
Senses darkvision 60 ft., passive Perception 15
Languages Common, Celestial
CR 4 (XP 1,100; PB +2)

Bloodied - Guided Strikes. While bloodied, the squire has advantage on its attack rolls.
Earnest. The squire can’t lie.
ACTIONS
Multiattack. The squire makes two Longsword attacks.
Longsword. Melee Weapon Attack: +5, reach 5 ft. Hit: 12 (2d8 + 3) slashing damage. While bloodied, this attack deals an additional 5 (1d10) radiant damage.
Holy Ray. Ranged Spell Attack: +5, reach 60 ft. Hit: 22 (4d10) radiant damage.
REACTIONS
Intercept. Trigger: An allied creature within 5 feet of the squire is targeted by a melee attack, and the squire can see the attacker and is holding a weapon. Response: The attack is made with disadvantage.
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.
