Starling

Tiny • Celestial • Unaligned

Armor Class 5

Hit Points 17 (5d4 + 5)

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

Initiative -5 (5)

STRDEXCONINTWISCHA
1 (-5)1 (-5)12 (+1)5 (-3)14 (+2)14 (+2)

Damage Resistances acid, cold, fire; bludgeoning, piercing, slashing

Damage Immunities lightning, poison, radiant

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

Senses blindsight 60 ft., passive Perception 12

Languages understands Common and Celestial but can’t speak them

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

A floating, star-born entity of luminous wisps and void-light, drifting silently while radiating eerie cosmic energy and unnatural calm.

Ephemeral. The starling can't wear or carry anything.

Illumination. The starling sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Incorporeal Movement. The starling can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

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

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

ACTIONS

Dazzling Pulse. Wisdom Saving Throw: DC 12, each creature within 5 feet of the starling. Failure: 2 (1d4) radiant damage, and the target is blinded.

Wish Upon A Star (1/Day). The starling creates the effect out of a minor wish and chooses one of the following effects:

  • Duplication. The starling duplicates a spell of level 1 without the need for spell components.
  • Health. One creature within 30 feet of the starling regains half its hit points, up to a maximum of 10 hit points regained.
  • Transport. One willing creature within 30 feet of the starling is teleported to an unoccupied space within 1000 feet of the starling’s choosing.
  • Object Creation. The starling creates an object with a worth of up to 10 gp that isn't magical. The object can be no more than 3 feet in any dimension and appears in an unoccupied space within 30 feet of the starling that it can see.

BONUS ACTIONS

Flicker. The starling teleports to a space it can see within 30 feet of it.

Starling

Tiny • Celestial • Unaligned

Armor Class 5

Hit Points 2 (1d4)

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

Initiative -5 (5)

STRDEXCONINTWISCHA
1 (-5)1 (-5)10 (+0)5 (-3)12 (+1)12 (+1)

Damage Resistances acid, cold, fire; bludgeoning, piercing, slashing

Damage Immunities lightning, poison, radiant

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

Senses blindsight 60 ft., passive Perception 12

Languages understands Common and Celestial but can’t speak them

CR 0 (XP 10; PB +2)

A floating, star-born entity of luminous wisps and void-light, drifting silently while radiating eerie cosmic energy and unnatural calm.

Ephemeral. The starling can't wear or carry anything.

Illumination. The starling sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Incorporeal Movement. The starling can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

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

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

ACTIONS

Dazzling Pulse. Wisdom Saving Throw: DC 12, each creature within 5 feet of the starling. Failure: 2 (1d4) radiant damage, and the target is blinded.

Wish Upon A Star (1/Day). The starling creates the effect out of a minor wish and chooses one of the following effects:

  • Duplication. The starling duplicates any cantrip without the need for spell components.
  • Health. One creature within 30 feet of the starling regains half its hit points, up to a maximum of 5 hit points regained.
  • Transport. One willing creature within 30 feet of the starling is teleported to an unoccupied space within 100 feet of the starling’s choosing.
  • Object Creation. The starling creates an object with a worth of up to 1 gp that isn't magical. The object can be no more than 3 feet in any dimension and appears in an unoccupied space within 30 feet of the starling that it can see.

BONUS ACTIONS

Flicker. The starling teleports to a space it can see within 30 feet of it.

Starling

Tiny • Celestial • Unaligned

Armor Class 5

Hit Points 44 (8d4 + 24)

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

Initiative -5 (5)

STRDEXCONINTWISCHA
1 (-5)1 (-5)16 (+3)5 (-3)16 (+3)18 (+4)

Damage Resistances acid, cold, fire; bludgeoning, piercing, slashing

Damage Immunities lightning, poison, radiant

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

Senses blindsight 60 ft., passive Perception 12

Languages understands Common and Celestial but can’t speak them

CR 2 (XP 450, PB +2)

A floating, star-born entity of luminous wisps and void-light, drifting silently while radiating eerie cosmic energy and unnatural calm.

Ephemeral. The starling can't wear or carry anything.

Illumination. The starling sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Incorporeal Movement. The starling can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

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

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

ACTIONS

Dazzling Pulse. Wisdom Saving Throw: DC 14, each creature within 10 feet of the starling. Failure: 9 (2d8) radiant damage, and the target is blinded. Success: Half damage.

Wish Upon A Star (1/Day). The starling creates the effect out of a minor wish and chooses one of the following effects:

  • Duplication. The starling duplicates a spell of level 2 or lower without the need for spell components.
  • Health. One creature within 30 feet of the starling regains half its hit points, up to a maximum of 15 hit points regained.
  • Transport. One willing creature within 30 feet of the starling is teleported to an unoccupied space within 1 mile of the starling’s choosing.
  • Object Creation. The starling creates an object with a worth of up to 50 gp that isn't magical. The object can be no more than 3 feet in any dimension and appears in an unoccupied space within 30 feet of the starling that it can see.

BONUS ACTIONS

Flicker. The starling teleports to a space it can see within 30 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.