Aurivox
Medium • Celestial • Lawful Good
Armor Class 17
Hit Points 142 (19d8 + 57)
Speed 10 ft., fly 40 ft. (hover)
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 16 (+3) | 16 (+3) | 18 (+4) | 18 (+4) | 20 (+5) |
Saving Throws Int +8, Wis +8, Cha +9
Skills Insight +8, Performance +9, Persuasion +9
Damage Resistances radiant, thunder
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 120 ft., passive Perception 14
Languages all, telepathy 300 ft.
CR 11 (XP 7,200; PB +4)

Divine Awareness. The aurivox knows if it hears a lie.
Imperial Voice. The aurivox is immune to spells and effects that would prevent it from speaking, such as the silence spell.
Limited Magic Immunity. The aurivox can't be affected or detected by spells of 3rd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
Unusual Nature. The aurivox doesn't require food, drink, or sleep.
ACTIONS
Multiattack. The aurivox makes two Divine Bolt attacks and uses its Declare once. It can replace the use of Declare with a use of Spellcasting to cast an at-will spell.
Divine Bolt. Ranged Spell Attack: +9, range 90 ft. Hit: 36 (7d8 + 5) radiant damage.
Declare. Charisma Saving Throw: DC 17, one creature within 60 feet that can hear the aurivox. Failure: The target becomes affected by one of the following conditions (the aurivox's choice): blinded, charmed, deafened, frightened, or poisoned until the end of its next turn.
Spellcasting. The aurivox casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):
At will: command, sending, silence, suggestion, tongues
1/day: divine word, power word stun, word of recall
BONUS ACTIONS
Mass Healing Word (3/Day). The aurivox casts mass healing word.
REACTIONS
Power Word Counter (Recharges after a Short or Long Rest). When the aurivox sees or hears a creature within 60 feet of itself casting a spell, it interrupts it, and the spell fails and has no effect.
Aurivox
Medium • Celestial • Lawful Good
Armor Class 16
Hit Points 84 (13d8 + 26)
Speed 10 ft., fly 30 ft. (hover)
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 14 (+2) | 16 (+3) | 16 (+3) | 18 (+4) |
Saving Throws Int +6, Wis +6, Cha +7
Skills Insight +6, Performance +7, Persuasion +7
Damage Resistances radiant, thunder
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 120 ft., passive Perception 13
Languages all, telepathy 300 ft.
CR 8 (XP 3,900; PB +3)

Divine Awareness. The aurivox knows if it hears a lie.
Imperial Voice. The aurivox is immune to spells and effects that would prevent it from speaking, such as the silence spell.
Magic Resistance. The aurivox has advantage on saving throws against all other spells and magical effects.
Unusual Nature. The aurivox doesn't require food, drink, or sleep.
ACTIONS
Multiattack. The aurivox makes two Divine Bolt attacks and uses its Declare once. It can replace the use of Declare with a use of Spellcasting to cast an at-will spell.
Divine Bolt. Ranged Spell Attack: +7, range 60 ft. Hit: 26 (5d8 + 4) radiant damage.
Declare. Charisma Saving Throw: DC 15, one creature within 60 feet that can hear the aurivox. Failure: The target becomes affected by one of the following conditions (the aurivox's choice): blinded, charmed, deafened, frightened, or poisoned until the end of its next turn.
Spellcasting. The aurivox casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):
At will: command, sending, silence, suggestion, tongues
1/day: word of recall
BONUS ACTIONS
Mass Healing Word (3/Day). The aurivox casts mass healing word.
REACTIONS
Power Word Counter (1/Day). When the aurivox sees or hears a creature within 30 feet of itself casting a spell, it interrupts it, and the spell fails and has no effect.
Aurivox
Medium • Celestial • Lawful Good
Armor Class 18
Hit Points 112 (15d8 + 45)
Speed 10 ft., fly 40 ft. (hover)
Initiative +4 (14)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 18 (+4) | 18 (+4) | 20 (+5) | 20 (+5) | 22 (+6) |
Saving Throws Int +10, Wis +10, Cha +11
Skills Insight +10, Performance +11, Persuasion +11
Damage Resistances radiant, thunder
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 120 ft., passive Perception 15
Languages all, telepathy 300 ft.
CR 14 (XP 11,500; PB +5)

Divine Awareness. The aurivox knows if it hears a lie.
Imperial Voice. The aurivox is immune to spells and effects that would prevent it from speaking, such as the silence spell.
Limited Magic Immunity. The aurivox can't be affected or detected by spells of 3rd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
Unusual Nature. The aurivox doesn't require food, drink, or sleep.
ACTIONS
Multiattack. The aurivox makes two Divine Bolt attacks and uses its Declare once. It can replace the use of Declare with a use of Spellcasting to cast an at-will spell.
Divine Bolt. Ranged Spell Attack: +11, range 120 ft. Hit: 44 (7d10 + 6) radiant damage.
Declare. Charisma Saving Throw: DC 19, one creature within 60 feet that can hear the aurivox. Failure: The target becomes affected by one of the following conditions (the aurivox's choice): blinded, charmed, deafened, frightened, or poisoned until the end of its next turn.
Spellcasting. The aurivox casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19):
At will: command, sending, silence, suggestion, tongues
1/day: divine word, power word stun, word of recall
BONUS ACTIONS
Mass Healing Word (3/Day). The aurivox casts mass healing word (level 5).
REACTIONS
Power Word Counter (Recharges 6). When the aurivox sees or hears a creature within 60 feet of itself casting a spell, it interrupts it, and the spell fails and has no effect.
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.
