Liraeth
Large • Celestial • Lawful Good
Armor Class 20
Hit Points 195 (17d10 + 102)
Speed 0 ft., fly 40 ft. (hover)
Initiative +9 (19)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 (+6) | 18 (+4) | 22 (+6) | 16 (+3) | 20 (+5) | 18 (+4) |
Saving Throws Dex +9, Con +11, Cha +9
Skills Intimidation +9, Perception +10
Damage Resistances radiant
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 120 ft., truesight 30 ft., passive Perception 20
Languages all, telepathy 60 ft.
CR 14 (XP 11,500; PB +5)

Eternal Vigil. The liraeth can't be surprised.
Divine Plating. Any critical hit against the liraeth becomes a normal hit.
Magic Resistance. The liraeth has advantage on saving throws against spells and other magical effects.
Valor. The liraeth gains 10 temporary hit points at the start of its turn.
Word-Bound. The liraeth is unable to break any promise it has made, risking even its life to uphold them.
Unusual Nature. The liraeth doesn't require food, drink, or sleep.
ACTIONS
Multiattack. The liraeth makes two Golden Blade attacks. It can replace one attack with a use of Spellcasting to cast an at-will spell.
Golden Blade. Melee Weapon Attack: +11, reach 15 ft. Hit: 16 (3d6 + 6) slashing damage plus 18 (4d8) radiant damage.
Blade Storm (Recharge 6). Strength Saving Throw: DC 19, each creature of the liraeth's choice in a 20-foot emanation. Failure: 21 (6d6) slashing damage plus 27 (6d8) radiant damage, and the target is pulled up to 15 feet towards the liraeth. Success: Half damage.
Spellcasting. The liraeth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):
At will: blade ward, heat metal (level 3, dealing radiant damage)
1/day: blade barrier, cloud of daggers (10-foot cube), freedom of movement
BONUS ACTIONS
Warding Teleport. The liraeth teleports one allied creature within 30 feet to a point the liraeth can see. The destination space must be closer to the liraeth than the space it left. Further, the target gains resistance to all damage until the end of its next turn. During that duration, each time the target takes damage, the liraeth takes the same amount of damage.
REACTIONS
Parry. Trigger: The liraeth is hit by a melee attack roll. Response: The liraeth adds 5 to its AC against that attack, possibly causing it to miss.
Riposte. Trigger: The liraeth is missed by an attack roll. Response: The liraeth makes one Golden Blade attack against the attacker.
Liraeth
Large • Celestial • Lawful Good
Armor Class 19
Hit Points 157 (15d10 + 75)
Speed 0 ft., fly 40 ft. (hover)
Initiative +7 (17)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 16 (+3) | 20 (+5) | 14 (+2) | 18 (+4) | 16 (+3) |
Saving Throws Dex +7, Con +9, Cha +7
Skills Intimidation +7, Perception +8
Damage Resistances radiant
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 120 ft., truesight 30 ft., passive Perception 17
Languages all, telepathy 60 ft.
CR 11 (XP 7,200; PB +4)

Eternal Vigil. The liraeth can't be surprised.
Divine Plating. Any critical hit against the liraeth becomes a normal hit.
Magic Resistance. The liraeth has advantage on saving throws against spells and other magical effects.
Valor. The liraeth gains 10 temporary hit points at the start of its turn.
Word-Bound. The liraeth is unable to break any promise it has made, risking even its life to uphold them.
Unusual Nature. The liraeth doesn't require food, drink, or sleep.
ACTIONS
Multiattack. The liraeth makes two Golden Blade attacks. It can replace one attack with a use of Spellcasting to cast an at-will spell.
Golden Blade. Melee Weapon Attack: +9, reach 15 ft. Hit: 12 (2d6 + 5) slashing damage plus 18 (4d8) radiant damage.
Blade Storm (Recharge 6). Strength Saving Throw: DC 15, each creature of the liraeth's choice in a 15-foot emanation. Failure: 14 (4d6) slashing damage plus 22 (5d8) radiant damage, and the target is pulled up to 10 feet towards the liraeth. Success: Half damage.
Spellcasting. The liraeth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):
At will: blade ward, heat metal (dealing radiant damage)
1/day: blade barrier, cloud of daggers (10-foot cube), freedom of movement
BONUS ACTIONS
Warding Teleport. The liraeth teleports one allied creature within 30 feet to a point the liraeth can see. The destination space must be closer to the liraeth than the space it left. Further, the target gains resistance to all damage until the end of its next turn. During that duration, each time the target takes damage, the liraeth takes the same amount of damage.
REACTIONS
Parry. Trigger: The liraeth is hit by a melee attack roll. Response: The liraeth adds 4 to its AC against that attack, possibly causing it to miss.
Riposte. Trigger: The liraeth is missed by an attack roll. Response: The liraeth makes one Golden Blade attack against the attacker.
Liraeth
Large • Celestial • Lawful Good
Armor Class 21
Hit Points 237 (19d10 + 133)
Speed 0 ft., fly 40 ft. (hover)
Initiative +4 (18)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 24 (+7) | 20 (+5) | 24 (+7) | 18 (+4) | 22 (+6) | 20 (+5) |
Saving Throws Dex +11, Con +13, Cha +11
Skills Intimidation +11, Perception +12
Damage Resistances radiant
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 120 ft., truesight 30 ft., passive Perception 22
Languages all, telepathy 60 ft.
CR 17 (XP 18,000; PB +6)

Eternal Vigil. The liraeth can't be surprised.
Divine Plating. Any critical hit against the liraeth becomes a normal hit.
Magic Resistance. The liraeth has advantage on saving throws against spells and other magical effects.
Valor. The liraeth gains 10 temporary hit points at the start of its turn.
Word-Bound. The liraeth is unable to break any promise it has made, risking even its life to uphold them.
Unusual Nature. The liraeth doesn't require food, drink, or sleep.
ACTIONS
Multiattack. The liraeth makes two Golden Blade attacks. It can replace one attack with a use of Spellcasting to cast an at-will spell.
Golden Blade. Melee Weapon Attack: +13, reach 15 ft. Hit: 21 (4d6 + 7) slashing damage plus 22 (4d10) radiant damage.
Blade Storm (Recharge 6). Strength Saving Throw: DC 21, each creature of the liraeth's choice in a 20-foot emanation. Failure: 27 (8d6) slashing damage plus 31 (7d8) radiant damage, and the target is pulled up to 15 feet towards the liraeth. Success: Half damage.
Spellcasting. The liraeth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19):
At will: blade ward, heat metal (leve 4, dealing radiant damage)
2/day: blade barrier, cloud of daggers (10-foot cube), freedom of movement
BONUS ACTIONS
Warding Teleport. The liraeth teleports one allied creature within 30 feet to a point the liraeth can see. The destination space must be closer to the liraeth than the space it left. Further, the target gains resistance to all damage until the end of its next turn. During that duration, each time the target takes damage, the liraeth takes the same amount of damage.
REACTIONS
Parry. Trigger: The liraeth is hit by a melee attack roll. Response: The liraeth adds 6 to its AC against that attack, possibly causing it to miss.
Riposte. Trigger: The liraeth is missed by an attack roll. Response: The liraeth makes one Golden Blade attack against the attacker.
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.
