Luminar

Medium • Celestial • Lawful Good

Armor Class 18

Hit Points 212 (25d8 + 100)

Speed 30 ft., fly 90 ft.

Initiative +8 (18)

STRDEXCONINTWISCHA
20 (+5)16 (+3)18 (+4)18 (+4)20 (+5)20 (+5)

Saving Throws Int +8, Wis +10, Cha +10

Skills Athletics +10, Intimidation +10, Perception +10

Damage Immunities radiant

Condition Immunities blinded, charmed, exhaustion, frightened

Senses blindsight 30 ft., darkvision 120 ft., passive Perception 20

Languages all but can’t speak, telepathy 120 ft.

CR 14 (XP 11,500; PB +5)

A faceless female angel in silver armor carrying a silver sword and a fluctuating ghostly sword.

Aura of Protection. While within 30 feet of the luminar allied creatures, other than luminars, can’t be blinded and gain a +5 bonus to the saving throws.

Eternal Vigil. The luminar can’t be surprised.

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

Stand As One. When the luminar takes damage, it can magically exude radiance and split the damage evenly among willing creatures within 10 feet of it. The luminar can exclude specific creatures from this effect.

Unusual Nature. The luminar doesn’t require food, drink, or sleep.

ACTIONS

Multiattack. The luminar makes a Silver Sword and a Karma Sword attack.

Silver Sword. Melee Weapon Attack: +10, reach 5 ft. Hit: 18 (3d8 + 5) slashing damage plus 27 (6d8) radiant damage. This attack deals an additional 2d8 slashing damage against creatures that are shape-shifted.

Karma Sword. Melee Weapon Attack: +10, reach 5 ft. Hit: 39 (6d12) psychic damage, and the target’s Charisma score decreases by 1d4. The target is banished to a harmless demiplane if this reduces that score to 0. While there, the target takes 9 (2d8) psychic damage and regains 1d4 of its Charisma at the start of each of its turns. Once the target has regained its original score, it reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Luminar

Medium • Celestial • Lawful Good

Armor Class 17

Hit Points 180 (24d8 + 72)

Speed 30 ft., fly 90 ft.

Initiative +7 (17)

STRDEXCONINTWISCHA
18 (+4)16 (+3)16 (+3)14 (+2)18 (+4)18 (+4)

Saving Throws Int +6, Wis +8, Cha +8

Skills Athletics +8, Intimidation +8, Perception +8

Damage Immunities radiant

Condition Immunities blinded, charmed, exhaustion, frightened

Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18

Languages all but can’t speak, telepathy 120 ft.

CR 11 (XP 7,200; PB +4)

A faceless female angel in silver armor carrying a silver sword and a fluctuating ghostly sword.

Aura of Protection. While within 30 feet of the luminar allied creatures, other than luminars, can’t be blinded and gain a +4 bonus to the saving throws.

Eternal Vigil. The luminar can’t be surprised.

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

Stand As One. When the luminar takes damage, it can magically exude radiance and split the damage evenly among willing creatures within 10 feet of it. The luminar can exclude specific creatures from this effect.

Unusual Nature. The luminar doesn’t require food, drink, or sleep.

ACTIONS

Multiattack. The luminar makes a Silver Sword and a Karma Sword attack.

Silver Sword. Melee Weapon Attack: +8, reach 5 ft. Hit: 13 (2d8 + 4) slashing damage plus 22 (5d8) radiant damage. This attack deals an additional 2d8 slashing damage against creatures that are shape-shifted.

Karma Sword. Melee Weapon Attack: +8, reach 5 ft. Hit: 32 (5d12) psychic damage, and the target’s Charisma score decreases by 1d4. The target is banished to a harmless demiplane if this reduces that score to 0. While there, the target takes 7 (2d6) psychic damage and regains 1d4 of its Charisma at the start of each of its turns. Once the target has regained its original score, it reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Luminar

Medium • Celestial • Lawful Good

Armor Class 19

Hit Points 266 (28d8 + 140)

Speed 30 ft., fly 90 ft.

Initiative +10 (20)

STRDEXCONINTWISCHA
22 (+6)18 (+4)20 (+5)18 (+4)22 (+6)22 (+6)

Saving Throws Int +8, Wis +10, Cha +11

Skills Int +10, Wis +12, Cha +12

Damage Immunities radiant

Condition Immunities blinded, charmed, exhaustion, frightened

Senses blindsight 30 ft., darkvision 120 ft., passive Perception 22

Languages all but can’t speak, telepathy 120 ft.

CR 17 (XP 18,000; PB +6)

A faceless female angel in silver armor carrying a silver sword and a fluctuating ghostly sword.

Aura of Protection. While within 30 feet of the luminar allied creatures, other than luminars, can’t be blinded and gain a +6 bonus to the saving throws.

Eternal Vigil. The luminar can’t be surprised.

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

Stand As One. When the luminar takes damage, it can magically exude radiance and split the damage evenly among willing creatures within 10 feet of it. The luminar can exclude specific creatures from this effect.

Unusual Nature. The luminar doesn’t require food, drink, or sleep.

ACTIONS

Multiattack. The luminar makes a Silver Sword and a Karma Sword attack.

Silver Sword. Melee Weapon Attack: +12, reach 5 ft. Hit: 24 (4d8 + 6) slashing damage plus 31 (7d8) radiant damage. This attack deals an additional 3d8 slashing damage against creatures that are shape-shifted.

Karma Sword. Melee Weapon Attack: +12, reach 5 ft. Hit: 45 (7d12) psychic damage, and the target’s Charisma score decreases by 1d4. The target is banished to a harmless demiplane if this reduces that score to 0. While there, the target takes 11 (2d10) psychic damage and regains 1d4 of its Charisma at the start of each of its turns. Once the target has regained its original score, it reappears in the space it left or in the nearest unoccupied space if that space is occupied.

QUICK REFERENCE

Habitat

    • Celestial planes, radiant realms, and divine fortresses
    • Summoned by powerful clerics or gods to protect holy sites
    • Rarely walks the mortal plane except during great wars of light vs. darkness

Behavior

    • Usually part of a group it leads or assists
    • Driven by divine law — cannot be bribed or corrupted; vigilant guardians that never rest, eat, or sleep
    • Patrol holy sites or lead armies of celestial beings, fighting tirelessly against undead, fiends, and shape-shifters

Information (Intelligence Check)

    • DC 15 Religion: Identified as a powerful angel suited for combat with two swords of different capabilities
    • DC 18 Insight: Knows that the luminar can’t be surprised
    • DC 21 History: Known for its ability to provide buffs to a group of allies close to it

Combat

    • Straight-forward melee fighter: get close and personal
    • Usually splits its attacks against multiple targets: Silver Sword against what it wants to deal damage against (preferably a shape-changed foe) and Karma Sword against a foe with low Charisma it wants to banish temporarily
    • Always tries to position itself in a favorable way to spread its auras

Loot Ideas

    • Angel’s feather or blood used for crafting magic items or empowering holy spells
    • An expertly crafted silver sword that never gets dull and is a perfect base for additional enchantments
    • The “face” of the luminar can be crafted into a simple mask that makes it impossible for others to discern if you are lying via magic or innate abilities while worn

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.