Nuntius

Tiny • Celestial • Lawful Good

Armor Class 16

Hit Points 20 (8d4)

Speed 0 ft., fly 60 ft. (hover)

Initiative +6 (16)

STRDEXCONINTWISCHA
1 (−5)22 (+6)11 (+0)10 (+0)12 (+1)14 (+2)

Saving Throws Dex +8

Skills Perception +3

Damage Resistances radiant

Damage Immunities poison

Condition Immunities blinded, charmed, exhaustion, frightened, deafened, paralyzed, petrified, poisoned, prone

Senses darkvision 60 ft., passive Perception 13

Languages understands Celestial; telepathy 30 ft.

CR 1 (XP 200; PB +2)

A radiant golden orb surrounded by swirling ethereal tendrils of light.

Death Ward (1/Day). If damage reduces the nuntius to 0 hit points, it instead drops to 1 hit point instead and teleports to a random unoccupied space within 15 feet.

Illumination. The nuntius sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Unusual Nature. The nuntius doesn't require air, food, drink, or sleep.

ACTIONS

Sacred Radiance. Dexterity Saving Throw: DC 12 (the target gains no benefit from cover), one creature within 30 feet of the nuntius that it can see. Failure: 7 (2d6) radiant damage.

Divine Guidance. The nuntius grants a boon to one creature it can see within 30 feet of it that isn't an Undead. Every time the target makes a saving throw, it can roll a d6 and add the number rolled to the result of the saving throw. The effect lasts for 10 minutes, and the nuntius can only have one creature at a time affected by this.

Heal (3/Day). One creature within 5 feet of the nuntius that it can see and isn’t an Undead regains 5 (2d4) hit points.

Nuntius

Tiny • Celestial • Lawful Good

Armor Class 15

Hit Points 7 (3d4)

Speed 0 ft., fly 60 ft. (hover)

Initiative +5 (15)

STRDEXCONINTWISCHA
1 (−5)20 (+5)11 (+0)10 (+0)10 (+0)12 (+1)

Skills Perception +2

Damage Resistances radiant

Damage Immunities poison

Condition Immunities blinded, charmed, exhaustion, frightened, deafened, paralyzed, petrified, poisoned, prone

Senses darkvision 60 ft., passive Perception 12

Languages understands Celestial; telepathy 30 ft.

CR 1/8 (XP 25; PB +2)

A radiant golden orb surrounded by swirling ethereal tendrils of light.

Death Ward (1/Day). If damage reduces the nuntius to 0 hit points, it instead drops to 1 hit point instead and teleports to a random unoccupied space within 10 feet.

Illumination. The nuntius sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Unusual Nature. The nuntius doesn't require air, food, drink, or sleep.

ACTIONS

Sacred Radiance. Dexterity Saving Throw: DC 11 (the target gains no benefit from cover), one creature within 30 feet of the nuntius that it can see. Failure: 3 (1d6) radiant damage.

Divine Guidance. The nuntius grants a boon to one creature it can see within 30 feet of it that isn't an Undead. Every time the target makes a saving throw, it can roll a d4 and add the number rolled to the result of the saving throw. The effect lasts for 10 minutes, and the nuntius can only have one creature at a time affected by this.

Heal (1/Day). One creature within 5 feet of the nuntius that it can see and isn’t an Undead regains 3 (1d6) hit points.

Nuntius

Tiny • Celestial • Lawful Good

Armor Class 17

Hit Points 54 (12d4 + 24)

Speed 0 ft., fly 60 ft. (hover)

Initiative +7 (17)

STRDEXCONINTWISCHA
1 (−5)24 (+7)14 (+2)12 (+1)14 (+2)16 (+3)

Saving Throws Dex +9, Cha +5

Skills Perception +4

Damage Resistances radiant

Damage Immunities poison

Condition Immunities blinded, charmed, exhaustion, frightened, deafened, paralyzed, petrified, poisoned, prone

Senses darkvision 60 ft., passive Perception 14

Languages understands Celestial; telepathy 30 ft.

CR 4 (XP 1,100; PB +2)

A radiant golden orb surrounded by swirling ethereal tendrils of light.

Death Ward (1/Day). If damage reduces the nuntius to 0 hit points, it instead drops to 1 hit point instead and teleports to a random unoccupied space within 30 feet.

Illumination. The nuntius sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Unusual Nature. The nuntius doesn't require air, food, drink, or sleep.

ACTIONS

Sacred Radiance. Dexterity Saving Throw: DC 13 (the target gains no benefit from cover), one creature within 30 feet of the nuntius that it can see. Failure: 22 (4d10) radiant damage.

Divine Guidance. The nuntius grants a boon to one creature it can see within 30 feet of it that isn't an Undead. Every time the target makes a saving throw, it can roll a d8 and add the number rolled to the result of the saving throw. The effect lasts for 10 minutes, and the nuntius can only have one creature at a time affected by this.

Heal (3/Day). One creature within 5 feet of the nuntius that it can see and isn’t an Undead regains 9 (2d8) hit points.

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.