Astriil

Small • Celestial • Lawful Good

Armor Class 13

Hit Points 22 (5d6 + 5)

Speed 30 ft., fly 60 ft.

Initiative +3 (13)

STRDEXCONINTWISCHA
8 (-1)16 (+3)12 (+1)12 (+1)14 (+2)16 (+3)

Saving Throws Dex +5, Cha +5

Skills Insight +4, Persuasion +5

Damage Resistances radiant

Condition Immunities charmed, exhaustion, frightened

Senses darkvision 60 ft., passive Perception 12

Languages Celestial, Common

CR 1 (XP 200; PB +2)

A cherubic winged child with golden curls plays a brass trumpet while floating gracefully in midair.

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

Sanctuary. Wisdom Saving Throw: DC 13, any creature targeting the astriil with an attack roll, saving throw, or harmful effect. Failure: The target must choose a different target or lose the ability it targeted the astriil with. Success: The trait doesn't function until the end of the astriil's next turn.

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

ACTIONS

Trumpet. Wisdom Saving Throw: DC 13, one creature within 30 feet of the astriil that it can see and isn't deafened. Failure: The target takes 7 (3d4) thunder damage and has disadvantage on its next attack roll or saving throw, whichever happens first.

Orchestra (Recharge 6). The astriil plays a magical, invigorating tune on its trumpet. Each allied creature within 30 feet of the astriil that can hear the tune gains 3 temporary hit points at the start of each of its turns. The astriil must take an action on its subsequent turns to continue playing. It can stop playing at any time. The ability ends if the astriil is incapacitated. These temporary hit points stack cumulatively for creatures starting their turn inside the area of multiple astriils using their Orchestra action. The temporary hit points last until the start of a creature's next turn.

BONUS ACTIONS

Divine Inspiration (2/Day). The astriil chooses a creature within 60 feet of it. The target has advantage on one ability check or saving throw within the next 10 minutes. The creature must decide when it uses the advantage before the roll.

REACTIONS

Final Note. Trigger: The astriil is reduced to 0 hit points. Response - Charisma Saving Throw: DC 13, the creature that reduced it 0 hit points. Failure: The target becomes incapacitated until the end of its next turn.

Astriil

Small • Celestial • Lawful Good

Armor Class 12

Hit Points 7 (2d6)

Speed 30 ft., fly 50 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
6 (-2)14 (+2)10 (+0)10 (+0)10 (+0)12 (+1)

Skills Insight +3, Persuasion +4

Damage Resistances radiant

Condition Immunities charmed, exhaustion, frightened

Senses darkvision 60 ft., passive Perception 11

Languages Celestial, Common

CR 1/8 (XP 25; PB +2)

A cherubic winged child with golden curls plays a brass trumpet while floating gracefully in midair.

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

Sanctuary. Wisdom Saving Throw: DC 11, any creature targeting the astriil with an attack roll, saving throw, or harmful effect. Failure: The target must choose a different target or lose the ability it targeted the astriil with. Success: The trait doesn't function until the end of the astriil's next turn.

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

ACTIONS

Trumpet. Wisdom Saving Throw: DC 11, one creature within 30 feet of the astriil that it can see and isn't deafened. Failure: The target takes 2 (1d4) thunder damage and has disadvantage on its next attack roll or saving throw, whichever happens first.

Orchestra (Recharge 6). The astriil plays a magical, invigorating tune on its trumpet. Each allied creature within 30 feet of the astriil that can hear the tune gains 2 temporary hit points at the start of each of its turns. The astriil must take an action on its subsequent turns to continue playing. It can stop playing at any time. The ability ends if the astriil is incapacitated. These temporary hit points stack cumulatively for creatures starting their turn inside the area of multiple astriils using their Orchestra action. The temporary hit points last until the start of a creature's next turn.

BONUS ACTIONS

Divine Inspiration (1/Day). The astriil chooses a creature within 60 feet of it. The target has advantage on one ability check or saving throw within the next 10 minutes. The creature must decide when it uses the advantage before the roll.

REACTIONS

Final Note. Trigger: The astriil is reduced to 0 hit points. Response - Charisma Saving Throw: DC 11, the creature that reduced it 0 hit points. Failure: The target becomes incapacitated until the end of its next turn.

Astriil

Small • Celestial • Lawful Good

Armor Class 14

Hit Points 38 (7d6 + 14)

Speed 30 ft., fly 60 ft.

Initiative +4 (14)

STRDEXCONINTWISCHA
8 (-1)18 (+4)14 (+2)14 (+2)14 (+2)18 (+4)

Saving Throws Dex +6, Int +4, Wis +4, Cha +6

Skills Insight +4, Persuasion +6

Damage Immunities radiant

Condition Immunities charmed, exhaustion, frightened

Senses darkvision 60 ft., passive Perception 12

Languages Celestial, Common

CR 4 (XP 1,100; PB +2)

A cherubic winged child with golden curls plays a brass trumpet while floating gracefully in midair.

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

Sanctuary. Wisdom Saving Throw: DC 14, any creature targeting the astriil with an attack roll, saving throw, or harmful effect. Failure: The target must choose a different target or lose the ability it targeted the astriil with. Success: The trait doesn't function until the end of the astriil's next turn.

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

ACTIONS

Trumpet. Wisdom Saving Throw: DC 14, one creature within 30 feet of the astriil that it can see and isn't deafened. Failure: The target takes 17 (5d6) thunder damage and has disadvantage on its next attack roll or saving throw, whichever happens first. Success: Half damage.

Orchestra (Recharge 5-6). The astriil plays a magical, invigorating tune on its trumpet. Each allied creature within 30 feet of the astriil that can hear the tune gains 5 temporary hit points at the start of each of its turns. The astriil must take an action on its subsequent turns to continue playing. It can stop playing at any time. The ability ends if the astriil is incapacitated. These temporary hit points stack cumulatively for creatures starting their turn inside the area of multiple astriils using their Orchestra action. The temporary hit points last until the start of a creature's next turn.

BONUS ACTIONS

Divine Inspiration (3/Day). The astriil chooses a creature within 60 feet of it. The target has advantage on one ability check or saving throw within the next 10 minutes. The creature must decide when it uses the advantage before the roll.

REACTIONS

Final Note. Trigger: The astriil is reduced to 0 hit points. Response - Charisma Saving Throw: DC 14, the creature that reduced it 0 hit points. Failure: The target becomes stunned until the end of its next turn.

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.