Faithkeeper

Small or Medium • Humanoid • Lawful

Armor Class 16

Hit Points 71 (13d8 + 13)

Speed 30 ft.

Initiative +1 (11)

STRDEXCONINTWISCHA
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)

A white-robed and armored male human holding a small shield and hammer-staff.

Aura of Faith. While in a 30-foot emanation originating from the faithkeeper, the faithkeeper and its allies have advantage saving throws against being charmed or frightened, provided the faithkeeper isn’t incapacitated.

ACTIONS

Multiattack. The faithkeeper makes two Warhammer attacks or uses its Holy Radiance twice.

Warhammer. Melee Weapon Attack: +5, reach 5 ft. Hit: 8 (1d10 + 3) bludgeoning damage plus 7 (2d6) radiant damage.

Holy Radiance. Dexterity Saving Throw: DC 13, one creature within 60 feet that the faithkeeper can see. Failure: 13 (3d8) radiant damage.

Spellcasting. The faithkeeper casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):

At will: guidance, light, spare the dying

2/day: calm emotions, command, detect evil and good, zone of truth

1/day: guardian of faith

BONUS ACTIONS

Bolster (2/Day). One creature within 5 feet that the faithkeeper can see gains 10 (2d6 + 3) temporary hit points.

REACTIONS

Resolve (Recharge 5-6). Trigger: A creature the faithkeeper can see within 30 feet fails an ability check or saving throw. Response: The target rerolls its ability check or saving throw, possibly causing it to succeed. The target must use the new roll.

Faithkeeper

Small or Medium • Humanoid • Lawful

Armor Class 15

Hit Points 33 (6d8 + 6)

Speed 30 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
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)

A white-robed and armored male human holding a small shield and hammer-staff.

Aura of Faith. While in a 20-foot emanation originating from the faithkeeper, the faithkeeper and its allies have advantage saving throws against being charmed or frightened, provided the faithkeeper isn’t incapacitated.

ACTIONS

Warhammer. Melee Weapon Attack: +4, reach 5 ft. Hit: 7 (1d10 + 2) bludgeoning damage plus 4 (1d8) radiant damage.

Holy Radiance. Dexterity Saving Throw: DC 12, one creature within 60 feet that the faithkeeper can see. Failure: 10 (3d6) radiant damage.

Spellcasting. The faithkeeper casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12):

At will: guidance, light, spare the dying

1/day: calm emotions, command, detect evil and good, zone of truth

BONUS ACTIONS

Bolster (2/Day). One creature within 5 feet that the faithkeeper can see gains 5 (1d6 + 2) temporary hit points.

REACTIONS

Resolve (Recharge 5-6). Trigger: A creature the faithkeeper can see within 30 feet fails an ability check or saving throw. Response: The target rerolls its ability check or saving throw, possibly causing it to succeed. The target must use the new roll.

Faithkeeper

Small or Medium • Humanoid • Lawful

Armor Class 17

Hit Points 112 (15d8 + 45)

Speed 30 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
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)

A white-robed and armored male human holding a small shield and hammer-staff.

Aura of Faith. While in a 30-foot emanation originating from the faithkeeper, the faithkeeper and its allies have advantage saving throws against being charmed or frightened, provided the faithkeeper isn’t incapacitated.

ACTIONS

Multiattack. The faithkeeper makes two Warhammer attacks or uses its Holy Radiance twice.

Warhammer. Melee Weapon Attack: +7, reach 5 ft. Hit: 9 (1d10 + 4) bludgeoning damage plus 16 (3d10) radiant damage.

Holy Radiance. Dexterity Saving Throw: DC 14, one creature within 60 feet that the faithkeeper can see. Failure: 22 (4d10) radiant damage.

Spellcasting. The faithkeeper casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14):

At will: guidance, light, spare the dying

2/day: calm emotions, command, detect evil and good, zone of truth

1/day: banishment, guardian of faith, flame strike

BONUS ACTIONS

Bolster (2/Day). One creature within 5 feet that the faithkeeper can see gains 17 (4d6 + 3) temporary hit points.

REACTIONS

Resolve (Recharge 5-6). Trigger: A creature the faithkeeper can see within 60 feet fails an ability check or saving throw. Response: The target rerolls its ability check or saving throw, possibly causing it to succeed. The target must use the new roll.

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.