Living Halos
Huge • Swarm of Tiny Celestials • Lawful Good
Armor Class 13
Hit Points 51 (6d12 + 12)
Speed 0 ft., fly 40 ft. (hover)
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 1 (-5) | 16 (+3) | 14 (+2) | 2 (-4) | 8 (-1) | 7 (-2) |
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities psychic, poison, radiant
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
Senses blindsight 60 ft., passive Perception 9
Languages understands Celestial but can’t speak
CR 3 (XP 700; PB +2)

Blessed. Any allied creature inside the swarm’s space gains the effects of the bless spell.
Bloodied – Split. When the swarm becomes bloodied while it is Huge, it splits into two new living halos. Each new swarm is Medium and acts on its Initiative. The original swarm’s hit points are divided evenly between the new swarms (round down). This way, the new swarms are still bloodied.
Illumination. The swarm sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Magic Resistance. The swarm has advantage on saving throws against spells and other magical effects.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points.
Unusual Nature. The swarm doesn't require air, food, drink, or sleep.
ACTIONS
Radiant Slash. Melee Weapon Attack: +5, reach 5 ft. Hit: 21 (4d8 + 3) radiant damage, or 12 (2d8 + 3) radiant damage if the swarm is bloodied.
REACTIONS
Follow. Trigger: An allied creature inside the swarm’s space moves. Response: The swarm moves up to its speed following that creature.
Living Halos
Huge • Swarm of Tiny Celestials • Lawful Good
Armor Class 12
Hit Points 22 (3d12 + 3)
Speed 0 ft., fly 40 ft. (hover)
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 1 (-5) | 14 (+2) | 12 (+1) | 2 (-4) | 8 (-1) | 7 (-2) |
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities psychic, poison, radiant
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
Senses blindsight 60 ft., passive Perception 9
Languages understands Celestial but can’t speak
CR 1/2 (XP 100; PB +2)

Blessed. Any allied creature inside the swarm’s space gains the effects of the bless spell.
Bloodied – Split. When the swarm becomes bloodied while it is Huge, it splits into two new living halos. Each new swarm is Medium and acts on its Initiative. The original swarm’s hit points are divided evenly between the new swarms (round down). This way, the new swarms are still bloodied.
Illumination. The swarm sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Magic Resistance. The swarm has advantage on saving throws against spells and other magical effects.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points.
Unusual Nature. The swarm doesn't require air, food, drink, or sleep.
ACTIONS
Radiant Slash. Melee Weapon Attack: +4, reach 5 ft. Hit: 7 (2d4 + 2) radiant damage, or 4 (1d4 + 2) radiant damage if the swarm is bloodied.
REACTIONS
Follow. Trigger: An allied creature inside the swarm’s space moves. Response: The swarm moves up to its speed following that creature.
Living Halos
Huge • Swarm of Tiny Celestials • Lawful Good
Armor Class 14
Hit Points 73 (7d12 + 28)
Speed 0 ft., fly 40 ft. (hover)
Initiative +4 (14)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 1 (-5) | 18 (+4) | 18 (+4) | 2 (-4) | 8 (-1) | 7 (-2) |
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities psychic, poison, radiant
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
Senses blindsight 60 ft., passive Perception 9
Languages understands Celestial but can’t speak
CR 6 (XP 2,300; PB +3)

Blessed. Any allied creature inside the swarm’s space gains the effects of the bless spell.
Bloodied – Split. When the swarm becomes bloodied while it is Huge, it splits into two new living halos. Each new swarm is Medium and acts on its Initiative. The original swarm’s hit points are divided evenly between the new swarms (round down). This way, the new swarms are still bloodied.
Illumination. The swarm sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Magic Resistance. The swarm has advantage on saving throws against spells and other magical effects.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points.
Unusual Nature. The swarm doesn't require air, food, drink, or sleep.
ACTIONS
Radiant Slash. Melee Weapon Attack: +7, reach 5 ft. Hit: 37 (6d10 + 4) radiant damage, or 20 (3d10 + 4) radiant damage if the swarm is bloodied.
REACTIONS
Follow. Trigger: An allied creature inside the swarm’s space moves. Response: The swarm moves up to its speed following that creature.
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.
