Temple Warden

Small or Medium • Humanoid • Any Alignment

Armor Class 18

Hit Points 82 (11d8 + 33)

Speed 30 ft.

Initiative +1 (11)

STRDEXCONINTWISCHA
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)

STRDEXCONINTWISCHA
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)

STRDEXCONINTWISCHA
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.