Temple Warden
Small or Medium • Humanoid • Any Alignment
Armor Class 18
Hit Points 82 (11d8 + 33)
Speed 30 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 12 (+1) | 16 (+3) | 10 (+0) | 14 (+2) | 12 (+1) |
Skills Athletics +6, Perception +5
Gear half-plate, holy focus, scimitar, shield
Senses passive Perception 15
Languages Common
CR 5 (XP 1,800; PB +3)

Bloodied - Ancestors' Protection. When the temple warden becomes bloodied for the first time on a day, it casts spirit guardians, using the same spellcasting ability as Spellcasting. Further, it can't use its Divine Protection while bloodied.
ACTIONS
Multiattack. The temple warden makes two Khopesh attacks.
Khopesh. Melee Weapon Attack: +6, reach 5 ft. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) radiant damage.
Spellcasting. The temple warden casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks):
At will: light
1/day: aid, bane, bless, daylight, flame strike
BONUS ACTIONS
Spiritual Assistance (2/Day). The temple warden casts shield of faith or spiritual weapon, using the same spellcasting ability as Spellcasting.
REACTIONS
Divine Protection. Trigger: An allied creature within 30 feet that the temple warden can see takes damage. Response: The damage is reduced by 7 (2d6).
Temple Warden
Small or Medium • Humanoid • Any Alignment
Armor Class 17
Hit Points 45 (7d8 + 14)
Speed 30 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 10 (+0) | 14 (+2) | 8 (-1) | 12 (+1) | 10 (+0) |
Skills Athletics +4, Perception +3
Gear half-plate, holy focus, scimitar, shield
Senses passive Perception 13
Languages Common
CR 2 (XP 450; PB +2)

Bloodied - Ancestors' Protection. When the temple warden becomes bloodied for the first time on a day, it casts spirit guardians, using the same spellcasting ability as Spellcasting. The spell lasts until the end of its next turn. Further, it can't use its Divine Protection while bloodied.
ACTIONS
Multiattack. The temple warden makes two Khopesh attacks.
Khopesh. Melee Weapon Attack: +4, reach 5 ft. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) radiant damage.
Spellcasting. The temple warden casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 11, +3 to hit with spell attacks):
At will: light
1/day: aid, bane, bless, daylight
BONUS ACTIONS
Spiritual Assistance (1/Day). The temple warden casts shield of faith or spiritual weapon, using the same spellcasting ability as Spellcasting.
REACTIONS
Divine Protection. Trigger: An allied creature within 30 feet that the temple warden can see takes damage. Response: The damage is reduced by 3 (1d6).
Temple Warden
Small or Medium • Humanoid • Any Alignment
Armor Class 19
Hit Points 136 (16d8 + 64)
Speed 30 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 14 (+2) | 18 (+4) | 12 (+1) | 16 (+3) | 14 (+2) |
Skills Athletics +7, Perception +6
Gear half-plate, holy focus, scimitar, shield
Senses passive Perception 16
Languages Common
CR 8 (XP 3,900; PB +3)

Bloodied - Ancestors' Protection. When the temple warden becomes bloodied for the first time on a day, it casts spirit guardians, using the same spellcasting ability as Spellcasting. Further, it can't use its Divine Protection while bloodied.
ACTIONS
Multiattack. The temple warden makes two Khopesh attacks.
Khopesh. Melee Weapon Attack: +7, reach 5 ft. Hit: 11 (2d6 + 4) slashing damage plus 9 (2d8) radiant damage.
Spellcasting. The temple warden casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks):
At will: light
2/day: aid, bane, bless, daylight, flame strike
BONUS ACTIONS
Spiritual Assistance (2/Day). The temple warden casts shield of faith or spiritual weapon, using the same spellcasting ability as Spellcasting.
REACTIONS
Divine Protection. Trigger: An allied creature within 30 feet that the temple warden can see takes damage. Response: The damage is reduced by 10 (3d6).
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.
