Faithkeeper
Small or Medium • Humanoid • Lawful
Armor Class 16
Hit Points 71 (13d8 + 13)
Speed 30 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 12 (+1) | 13 (+1) | 11 (+0) | 17 (+3) | 14 (+2) |
Saving Throws Wis +5, Cha +4
Skills Insight +5, Persuasion +4, Religion +4
Gear chain shirt, holy symbol, shield, warhammer
Senses passive Perception 13
Languages Common plus one other language
CR 4 (XP 1,100; PB +2)

Faithkeeper
Small or Medium • Humanoid • Lawful
Armor Class 15
Hit Points 33 (6d8 + 6)
Speed 30 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 11 (+0) | 12 (+1) | 10 (+0) | 15 (+2) | 13 (+1) |
Saving Throws Wis +4
Skills Insight +4, Persuasion +3, Religion +4
Gear chain shirt, holy symbol, shield, warhammer
Senses passive Perception 12
Languages Common plus one other language
CR 1 (XP 200; PB +2)

Faithkeeper
Small or Medium • Humanoid • Lawful
Armor Class 17
Hit Points 112 (15d8 + 45)
Speed 30 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 14 (+2) | 16 (+3) | 12 (+1) | 17 (+3) | 14 (+2) |
Saving Throws Int +4, Wis +6, Cha +5
Skills Insight +5, Persuasion +4, Religion +4
Gear chain shirt, holy symbol, shield, warhammer
Senses passive Perception 13
Languages Common plus one other language
CR 7 (XP 2,900; PB +2)

QUICK REFERENCE
Habitat
- Grand temples or fortified monasteries
- Pilgrimage roads and bigger cities, acting as protectors and order keepers for travelers and citizens
- Battlefields where holy causes are fought
Behavior
- Righteous attitude and vigilant for signs of corruption, fear, or despair in allies
- Acts as a frontline fighter or charismatic leader, rallying companions with faith and magic
- Balances martial activities and religious services
- Strong sense of camaraderie, places themselves between danger and allies whenever possible
Information (Intelligence Check)
- DC 9 Religion: Recognized as a holy warrior serving divine principles
- DC 12 Insight: Knows their presence bolsters allies against fear and charm
- DC 15 Religion: Understands their grant allies the strength to not falter (in regards to their saving throws)
Combat
- Prefers to be at the frontline because of its high AC and stronger melee attacks and because it can use its Holy Radiance without any detriments of being within a hostile creature’s melee range
- Positioning for the Aura of Faith or guardian of faith spell can be an important aspect to consider
- Uses Bolster and Resolve to help to allies in danger
Loot Ideas
- Sanctified warhammer and shield which could also be used as holy symbol as spellcasting focus
- Healer’s kit, holy water, incense, or other priestly items
- A pouch of coins
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.
