Liraeth

Large • Celestial • Lawful Good

Armor Class 20

Hit Points 195 (17d10 + 102)

Speed 0 ft., fly 40 ft. (hover)

Initiative +9 (19)

STRDEXCONINTWISCHA
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)

A celestial figure in gold armor with glowing wings of light and a flowing white robe.

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)

STRDEXCONINTWISCHA
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)

A celestial figure in gold armor with glowing wings of light and a flowing white robe.

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)

STRDEXCONINTWISCHA
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)

A celestial figure in gold armor with glowing wings of light and a flowing white robe.

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.