Luminar
Medium • Celestial • Lawful Good
Armor Class 18
Hit Points 212 (25d8 + 100)
Speed 30 ft., fly 90 ft.
Initiative +8 (18)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 16 (+3) | 18 (+4) | 18 (+4) | 20 (+5) | 20 (+5) |
Saving Throws Int +8, Wis +10, Cha +10
Skills Athletics +10, Intimidation +10, Perception +10
Damage Immunities radiant
Condition Immunities blinded, charmed, exhaustion, frightened
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 20
Languages all but can’t speak, telepathy 120 ft.
CR 14 (XP 11,500; PB +5)

Luminar
Medium • Celestial • Lawful Good
Armor Class 17
Hit Points 180 (24d8 + 72)
Speed 30 ft., fly 90 ft.
Initiative +7 (17)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 16 (+3) | 16 (+3) | 14 (+2) | 18 (+4) | 18 (+4) |
Saving Throws Int +6, Wis +8, Cha +8
Skills Athletics +8, Intimidation +8, Perception +8
Damage Immunities radiant
Condition Immunities blinded, charmed, exhaustion, frightened
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
Languages all but can’t speak, telepathy 120 ft.
CR 11 (XP 7,200; PB +4)

Luminar
Medium • Celestial • Lawful Good
Armor Class 19
Hit Points 266 (28d8 + 140)
Speed 30 ft., fly 90 ft.
Initiative +10 (20)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 (+6) | 18 (+4) | 20 (+5) | 18 (+4) | 22 (+6) | 22 (+6) |
Saving Throws Int +8, Wis +10, Cha +11
Skills Int +10, Wis +12, Cha +12
Damage Immunities radiant
Condition Immunities blinded, charmed, exhaustion, frightened
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 22
Languages all but can’t speak, telepathy 120 ft.
CR 17 (XP 18,000; PB +6)

QUICK REFERENCE
Habitat
- Celestial planes, radiant realms, and divine fortresses
- Summoned by powerful clerics or gods to protect holy sites
- Rarely walks the mortal plane except during great wars of light vs. darkness
Behavior
- Usually part of a group it leads or assists
- Driven by divine law — cannot be bribed or corrupted; vigilant guardians that never rest, eat, or sleep
- Patrol holy sites or lead armies of celestial beings, fighting tirelessly against undead, fiends, and shape-shifters
Information (Intelligence Check)
- DC 15 Religion: Identified as a powerful angel suited for combat with two swords of different capabilities
- DC 18 Insight: Knows that the luminar can’t be surprised
- DC 21 History: Known for its ability to provide buffs to a group of allies close to it
Combat
- Straight-forward melee fighter: get close and personal
- Usually splits its attacks against multiple targets: Silver Sword against what it wants to deal damage against (preferably a shape-changed foe) and Karma Sword against a foe with low Charisma it wants to banish temporarily
- Always tries to position itself in a favorable way to spread its auras
Loot Ideas
- Angel’s feather or blood used for crafting magic items or empowering holy spells
- An expertly crafted silver sword that never gets dull and is a perfect base for additional enchantments
- The “face” of the luminar can be crafted into a simple mask that makes it impossible for others to discern if you are lying via magic or innate abilities while worn
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.
