Dawn Squire

Medium • Celestial • Lawful Good

Armor Class 18

Hit Points 32 (5d8 + 10)

Speed 30 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
15 (+2)11 (+0)14 (+2)11 (+0)12 (+1)14 (+2)

Skills Perception +3

Damage Resistances radiant

Gear longsword, plate

Senses darkvision 60 ft., passive Perception 13

Languages Common, Celestial

CR 1 (XP 200; PB +2)

A disciplined golden-armored squire radiating faint sunlight, serving higher powers with unwavering loyalty, martial training, and righteous determination.

Bloodied - Guided Strikes. While bloodied, the squire has advantage on its attack rolls.

Earnest. The squire can’t lie.

ACTIONS

Multiattack. The squire makes two Longsword attacks.

Longsword. Melee Weapon Attack: +4, reach 5 ft. Hit: 6 (1d8 + 2) slashing damage. While bloodied, this attack deals an additional 3 (1d6) radiant damage.

Holy Ray. Ranged Spell Attack: +4, reach 30 ft. Hit: 10 (3d6) radiant damage.

REACTIONS

Intercept. Trigger: An allied creature within 5 feet of the squire is targeted by a melee attack, and the squire can see the attacker and is holding a weapon. Response: The attack is made with disadvantage.

Dawn Squire

Medium • Celestial • Lawful Good

Armor Class 16

Hit Points 11 (2d8 + 2)

Speed 30 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
13 (+1)10 (+0)12 (+1)10 (+0)10 (+0)12 (+1)

Skills Perception +2

Damage Resistances radiant

Gear chain mail, longsword

Senses darkvision 60 ft., passive Perception 12

Languages Common, Celestial

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

A disciplined golden-armored squire radiating faint sunlight, serving higher powers with unwavering loyalty, martial training, and righteous determination.

Earnest. The squire can’t lie.

ACTIONS

Longsword. Melee Weapon Attack: +3, reach 5 ft. Hit: 5 (1d8 + 1) slashing damage.

Holy Ray. Ranged Spell Attack: +3, reach 30 ft. Hit: 3 (1d6) radiant damage.

REACTIONS

Intercept. Trigger: An allied creature within 5 feet of the squire is targeted by a melee attack, and the squire can see the attacker and is holding a weapon. Response: The attack is made with disadvantage.

Dawn Squire

Medium • Celestial • Lawful Good

Armor Class 18

Hit Points 75 (10d8 + 30)

Speed 30 ft.

Initiative +1 (11)

STRDEXCONINTWISCHA
17 (+3)12 (+1)16 (+2)12 (+1)14 (+2)16 (+3)

Skills Perception +5

Damage Resistances radiant

Gear longsword, plate

Senses darkvision 60 ft., passive Perception 15

Languages Common, Celestial

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

A disciplined golden-armored squire radiating faint sunlight, serving higher powers with unwavering loyalty, martial training, and righteous determination.

Bloodied - Guided Strikes. While bloodied, the squire has advantage on its attack rolls.

Earnest. The squire can’t lie.

ACTIONS

Multiattack. The squire makes two Longsword attacks.

Longsword. Melee Weapon Attack: +5, reach 5 ft. Hit: 12 (2d8 + 3) slashing damage. While bloodied, this attack deals an additional 5 (1d10) radiant damage.

Holy Ray. Ranged Spell Attack: +5, reach 60 ft. Hit: 22 (4d10) radiant damage.

REACTIONS

Intercept. Trigger: An allied creature within 5 feet of the squire is targeted by a melee attack, and the squire can see the attacker and is holding a weapon. Response: The attack is made with disadvantage.

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.