Godir
Medium • Celestial • Any Alignment
Armor Class 16
Hit Points 120 (16d8 + 48)
Speed 30 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 16 (+3) | 16 (+3) | 14 (+2) | 16 (+3) | 18 (+4) |
Saving Throws Int +6, Cha +8
Skills Performance +8, Persuasion +8, Religion +6
Damage Resistances necrotic, radiant
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Common, Celestial; understands all
CR 9 (XP 5,000; PB +4)

Conviction (1/Day). If damage reduces the godir to 0 hit points, it drops to 1 hit point instead, unless the damage is from a critical hit.
Faithful Aura. The godir and creatures of its choice in a 30-foot emanation originating from it have advantage on saving throws against being charmed or frightened.
Magic Resistance. The godir has advantage on saving throws against spells and other magical effects.
Unusual Nature. The godir doesn't require food or drink.
Veiled Divinity. The godir appears as a Humanoid to spells and abilities that detect creature types, such as the Divine Sense of the paladin.
ACTIONS
Multiattack. The godir makes two attacks, using Smite and Guiding Bolt in any combination. It can replace one of those attacks with a use of Spellcasting.
Smite. Melee Spell Attack: +8, reach 5 ft. Hit: 30 (4d12 + 4) radiant damage.
Guiding Bolt. The godir casts guiding bolt (+8 to hit with spell attacks, level 4).
Spellcasting. The godir casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):
At will: bless, light, thaumaturgy
1/day: banishment, guardian of faith, spirit guardians
BONUS ACTIONS
Charm (Recharge 5-6). The godir casts charm person, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 16), and the duration is 24 hours. When the spell ends, the target is unaware it was charmed by the godir.
Godir
Medium • Celestial • Any Alignment
Armor Class 15
Hit Points 91 (14d8 + 28)
Speed 30 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 14 (+2) | 12 (+1) | 14 (+2) | 16 (+3) |
Saving Throws Int +4, Cha +6
Skills Performance +6, Persuasion +6, Religion +4
Damage Resistances necrotic, radiant
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Common, Celestial; understands all
CR 6 (XP 2,300; PB +3)

Conviction (1/Day). If damage reduces the godir to 0 hit points, it drops to 1 hit point instead, unless the damage is from a critical hit.
Faithful Aura. The godir and creatures of its choice in a 20-foot emanation originating from it have advantage on saving throws against being charmed or frightened.
Magic Resistance. The godir has advantage on saving throws against spells and other magical effects.
Unusual Nature. The godir doesn't require food or drink.
Veiled Divinity. The godir appears as a Humanoid to spells and abilities that detect creature types, such as the Divine Sense of the paladin.
ACTIONS
Multiattack. The godir makes two attacks, using Smite and Guiding Bolt in any combination. It can replace one of those attacks with a use of Spellcasting.
Smite. Melee Spell Attack: +6, reach 5 ft. Hit: 22 (3d12 + 3) radiant damage.
Guiding Bolt. The godir casts guiding bolt (+6 to hit with spell attacks, level 2).
Spellcasting. The godir casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):
At will: bless, light, thaumaturgy
1/day: banishment, spirit guardians
BONUS ACTIONS
Charm (Recharge 6). The godir casts charm person, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 16), and the duration is 24 hours. When the spell ends, the target is unaware it was charmed by the godir.
Godir
Medium • Celestial • Any Alignment
Armor Class 17
Hit Points 84 (13d8 + 26)
Speed 30 ft.
Initiative +4 (14)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 18 (+4) | 18 (+4) | 16 (+3) | 18 (+4) | 20 (+5) |
Saving Throws Int +7, Cha +9
Skills Performance +9, Persuasion +9, Religion +7
Damage Resistances necrotic, radiant
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Common, Celestial; understands all
CR 12 (XP 8,400; PB +4)

Conviction (1/Day). If damage reduces the godir to 0 hit points, it drops to 1 hit point instead, unless the damage is from a critical hit.
Faithful Aura. The godir and creatures of its choice in a 30-foot emanation originating from it have advantage on saving throws against being charmed or frightened.
Magic Resistance. The godir has advantage on saving throws against spells and other magical effects.
Unusual Nature. The godir doesn't require food or drink.
Veiled Divinity. The godir appears as a Humanoid to spells and abilities that detect creature types, such as the Divine Sense of the paladin.
ACTIONS
Multiattack. The godir makes two attacks, using Smite and Guiding Bolt in any combination. It can replace one of those attacks with a use of Spellcasting.
Smite. Melee Spell Attack: +9, reach 5 ft. Hit: 37 (5d12 + 5) radiant damage.
Guiding Bolt. The godir casts guiding bolt (+9 to hit with spell attacks, level 6).
Spellcasting. The godir casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):
At will: bless, light, thaumaturgy
2/day: banishment, guardian of faith, spirit guardians
BONUS ACTIONS
Charm (Recharge 5-6). The godir casts charm person, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 16), and the duration is 24 hours. When the spell ends, the target is unaware it was charmed by the godir.
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.
