Sigilward
Small or Medium • Humanoid • Any Alignment
Armor Class 12
Hit Points 27 (6d8)
Speed 30 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 12 (+1) | 11 (+0) | 16 (+3) | 12 (+1) | 10 (+0) |
Skills Arcana +5, History +5, Insight +3, Investigation +5
Gear leather, quarterstaff
Senses passive Perception 11
Languages Common plus two other languages
CR 1 (XP 200; PB +2)

ACTIONS
Arcane Burst. Melee or Ranged Spell Attack: +5, reach 5 ft. or range 120 ft. Hit: 12 (2d8 + 3) force damage. Instead of dealing damage, the sigilward can knock the target prone, and the target needs to spend its full movement speed to get up.
Shift (Recharge 6). Wisdom Saving Throw: DC 13 (the target can fail the save voluntarily), one creature within 30 feet of the sigilward that it can see. Failure: The sigilward teleports the target, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 30 feet of the sigilward.
Spellcasting. The sigilward casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
At will: light, mage hand, message, thaumaturgy
1/day: detect magic, detect thoughts, dispel magic, hold person, slow
REACTIONS
Arcane Distraction (2/Day). Trigger: The sigilward hits a creature with a spell attack or a creature fails a saving throw against one of the sigilward’s spells. Response: The target has disadvantage on its next ability check or saving throw, whichever happens first, until the end of the target’s next turn.
Sigilward
Small or Medium • Humanoid • Any Alignment
Armor Class 11
Hit Points 13 (3d8)
Speed 30 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 10 (+0) | 10 (+0) | 13 (+1) | 10 (+0) | 10 (+0) |
Skills Arcana +3, History +3, Investigation +3
Gear leather, quarterstaff
Senses passive Perception 10
Languages Common plus two other languages
CR 1/8 (XP 25; PB +2)

ACTIONS
Arcane Burst. Melee or Ranged Spell Attack: +3, reach 5 ft. or range 60 ft. Hit: 4 (1d6 + 1) force damage. Instead of dealing damage, the sigilward can knock the target prone, and the target needs to spend its full movement speed to get up.
Shift (1/Day). Wisdom Saving Throw: DC 11 (the target can fail the save voluntarily), one creature within 30 feet of the sigilward that it can see. Failure: The sigilward teleports the target, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 30 feet of the sigilward.
Spellcasting. The sigilward casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
At will: light, mage hand, message, thaumaturgy
1/day: detect magic, detect thought
REACTIONS
Arcane Distraction (1/Day). Trigger: The sigilward hits a creature with a spell attack or a creature fails a saving throw against one of the sigilward’s spells. Response: The target has disadvantage on its next ability check or saving throw, whichever happens first, until the end of the target’s next turn.
Sigilward
Small or Medium • Humanoid • Any Alignment
Armor Class 14
Hit Points 78 (12d8 + 24)
Speed 30 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 14 (+2) | 18 (+4) | 14 (+2) | 12 (+1) |
Saving Throws Int +6, WIs +4, Cha +3
Skills Arcana +5, History +5, Insight +3, Investigation +5
Gear quarterstaff, studded leather
Senses passive Perception 12
Languages Common plus two other languages
CR 4 (XP 1,100; PB +2)

ACTIONS
Multiattack. The sigilward makes two Arcane Burst attacks. It can replace of these attacks with a use of Shift or Spellcasting.
Arcane Burst. Melee or Ranged Spell Attack: +6, reach 5 ft. or range 120 ft. Hit: 17 (3d8 + 4) force damage. Instead of dealing damage, the sigilward can knock the target prone, and the target needs to spend its full movement speed to get up.
Shift (Recharge 5-6). Wisdom Saving Throw: DC 14 (the target can fail the save voluntarily), one creature within 30 feet of the sigilward that it can see. Failure: The sigilward teleports the target, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 30 feet of the sigilward.
Spellcasting. The sigilward casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
At will: light, mage hand, message, thaumaturgy
2/day: detect magic, detect thoughts, dispel magic, hold person, slow
REACTIONS
Arcane Distraction (3/Day). Trigger: The sigilward hits a creature with a spell attack or a creature fails a saving throw against one of the sigilward’s spells. Response: The target has disadvantage on its next ability check or saving throw, whichever happens first, until the end of the target’s next turn.
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.
