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Written by NevernotDM and DMTuz

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This book is dedicated to Irene Williams, my real life angel.

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CONTENTS
CREDITS.......................................................................... iii
CHERUBIM ............................................................................. 40
Cherubim of Battle....................................................... 40
Cherubim of Salvation.................................................. 41
Cherubim of the Hunt.................................................. 42
Starlight Academy Members v Cherubim of the Knowledge........................................ 43
SERAPHIM...................................................................... 44
Character Options 6
Other Creatures 47
INCARNATE SOUL ORIGINS.............................................. 6
MOONKIN LORE............................................................. 8 ANGELFISH.................................................................... 47
NOMANDI TRAITS ...................................................... 10 CELESTIAL BEAST TEMPLATE.................................. 49
STARBORN TRAITS...................................................... 12 CHALKYDRI................................................................... 50
DREAM EATER.............................................................. 52
Subclasses 14 FACELESS ANGEL......................................................... 54
DAWN WALKER.......................................................... 14 GUARDIAN ANGEL ..................................................... 56
SCHOOL OF HEAVENS.................................................. 16 LAMASSU....................................................................... 58
LIGHTDRINKER............................................................ 60
The Nine Heavenly Choirs 17 LILLEND......................................................................... 62
LEGION ANGELS .......................................................... 18 LUMENS & LANTERN ARCHONS ............................. 64
ARCHANGEL................................................................. 21 MOON DOG .................................................................... 67
PRINCIPALITIES .......................................................... 22 NIGHT SKY MAYURA ................................................. 69
POWERS ......................................................................... 22 PALMYRA, QUEEN OF UNICORNS............................ 71
Protector....................................................................... 24 PEGASUS......................................................................... 73
Venator......................................................................... 26 PLATINUM ANGEL...................................................... 75
VIRTUES......................................................................... 28 PUTTO ............................................................................ 77
DOMINIONS................................................................... 33 SECUTOR ....................................................................... 78
THRONES........................................................................ 37 SHEDU ............................................................................ 80
Incendis......................................................................... 37 VALKYRIES.................................................................... 82
Ophanim....................................................................... 37 Magic Items 86

License
CREDITS
104

Project Lead: NevernotDM (Benjamin Ragan)


Design and Writing Leads: NevernotDM (Benjamin Ragan) and DM Tuz
Writers: Jack Weighill
Lead Editor: Jack Weighill
Copy Editor: Irene Williams
Layout Artist: Chris Hopper
Cover Artist: Florian Jonak
Interior Artists: Bee (BrassikArts), Florian Jonak, (FabledBrush), Roman Murzabaev, Sarah Dorey
(FabledBrush). Additional art from the public domain.
Professor Gilroy Full Page Artist: Sarah Dorey (FabledBrush)
Celestial Map Artist: MapsnQuests
Professor Gilroy Voice Actor: Novillus Val
Video Trailer Created by: Steve Pankotai
Playtesters: Ali Andranette (Pluvioophile), Auxil, Daniel Charland, Christian Deepe, Nico Delvalle,
Thomas Donovan, Sarah Dorey, Fenn, Josh F., Abby Harris, Dylan Harrison, Kira Hays, Nenatechae S.
Mars, Cavin Ovrum, Garret Renolds, Jared Scott, Jay Szekely,
Special Thanks: Hope4TTRPGs and Run_DMG
To my Patreon Members: I want to sincerely and deeply thank each and every one of you for your
consistent support. Without you, this book would not have been possible. Your support, encouragement,
and promotion made a creator’s dream reality.
Phoenix Tier Patreon Members: Arkhammer, Ryan Brazell, Joey D’angelo-Lajoie, SonOfSofaman, Allen
Stringfield-Porter, Sylph, demonic rainbow, Longspeak Teller

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STARLIGHT ACADEMY MEMBERS
ACORN OF MARS MICHAEL G PALMER
MICHAEL
JOHN ARENA PAULBURT1
ARCHANGEL ASH P. ROGERS
JOHN P.
ATTA3000 ROMANREPUBLIC753
TJ BANKS A ROSARIO
JOSEPH A
BONES LUC ROWE
MIRANDA BURAS, TYLER RUMBOLD
WORLD OF CORDE DND RACHEL SANRELUS
DM CAS SONOFSOFAMAN
DANIEL CHARLAND JAY SZEKELY
CLOCKY WONDORISM
CHRISTIAN DEEPE
DENDINO
JOSH F
FRICKY
KIRA HAYS
STEPHEN HUNTING
NENATECHAE S. MARS
LOGAN MAYNARD
TANNER MCVEY
ELLIS MIDDLETON
CARRIE MURPHY
OMEGASCALES

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W
INCARNATE SOUL
hen a powerful being
dies, there is a chance the
creature’s soul is unable to
find rest. Sometimes these
lost souls end up as ghosts
or spirits; haunting their
final resting place, seeking vengeance, or simply
wandering the material world. But other times,
powerful cosmic forces, gods, or simply fate itself
can grant a creature’s soul a second chance at life.
These souls are reborn in new, humanoid bodies
as incarnate souls.
Those born with an ancient soul remember
little to nothing of their past lives. They may
receive dreams of their former self or experience
long-forgotten flashes of inspiration, and might
even possess skills that they can’t explain.
Incarnate souls often find themselves drawn to
quests, prophecies, and adventures that link to or
juxtapose their former selves. Their very essence
propels them towards a grand destiny, to find
a better end than their first life. While many
INCARNATE SOUL ORIGINS
embrace their incarnate soul, others run from When creating your character with an incarnate
it, terrified to repeat the same mistakes in their soul, determine the origin of their heavenly gift.
second life. Roll on the table below or come up with your
own origin.

Incarnate Soul Origin


D6 Incarnate Soul Origin
1 Mysterious circumstances keep your soul from finding
eternal rest in the outer planes. Thus, your soul is fated
to return to the mortal world again and again until you
meet a true death.
2 An inkling of good was found in your otherwise dark soul.
A higher power deemed that you shall have a chance at
redemption in another life under new circumstances.
3 You are a celestial being that fell from the upper planes,
either by accident, choice, or trickery, and now find your
soul within a mortal body.
4 Your soul enjoyed the afterlife of the upper planes for
millennia. But one day, for reasons that are your own,
you requested to be sent back to the material world for
another go at life.
5 As a god was slain, their essence was scattered across
the multiverse. A tiny sliver of that god’s essence found
its way into a mortal’s body.
6 With your dying breath, you brought low a great evil
in your past life. This event linked your immortal souls
forever. Thus, when the great evil returned from the
dead, so too was your soul sent back to face it once
again.

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INCARNATE SOUL TRAITS Intelligence, Wisdom, or Charisma is your
spellcasting ability for this spell when you cast it
As an incarnate soul, you have the with this trait (choose when you select this race).
following traits.
Past Memories. Memories of your former life
Ability Score Increase. Increase one ability manifest themselves as innate understanding. You
score by 2 and increase a different one by 1, or are proficient with one skill, one tool, and one
increase three different ability scores by 1. If weapon of your choice.
you are replacing your race with this lineage,
Oversoul. At the precipice of death your defiant
replace any Ability Score Increase you previously
soul clings to life. When you begin your turn
had with this.
with 0 hit points, you can expend and roll
Creature Type. You are a celestial or a humanoid. one of your Hit Dice, adding your level to the
Size. You are Medium or Small. You choose the result. You regain hit points equal to the result
size when you gain this lineage. and immediately can stand up from prone (no
Speed. Your walking speed is 30 feet. movement required). Once you use this trait, you
can’t use it again until you finish a long rest.
Ancestral Legacy. If you replace a race with this
lineage, you can keep the following elements of Radiant Heart. Your connection to your past
that race: any skill proficiencies you gained from it lives fortifies your spirit. You have advantage on
and any climbing, flying, or swimming speed you Charisma saving throws. Additionally, you have
gained from it. resistance to radiant or necrotic damage (you
If you don’t keep any of those elements or you choose when you take this lineage).
choose this lineage at character creation, you gain Languages. You can speak, read, and write
proficiency in two skills of your choice. Common and one other language that you and
Lightbringer. You can cast the dancing lights or light your DM agree is appropriate for the character.
cantrip with this trait. You choose when you gain If you are replacing your race with this lineage,
this lineage. you retain any languages you had and gain no
new languages.

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MOONKIN
MOONKIN LORE
Uplifted by celestial magic, moonkin are beings
of angelic grace and heavenly enchantment.
Many serve seraphs or other celestials as scribes,
archivists, and researchers, while others represent
the interests of celestial beings in the mortal realm.
Some have abandoned the angels altogether to
pursue their own goals.

GRACEFUL AND LUMINOUS


The sound of soft, quiet steps and pens scratching
against paper fill the hallowed halls of the
moonkin. These celestials stand around 6 to 6 ½
feet tall, with long, delicate limbs and lithe figures.
They appear humanoid, and could be mistaken for
pale elves if not for the ridges that trail down their
noses and the spots traveling from above their
eyes to their knuckles. Different moonkin families
can have different colored spots, ranging from
indigo to gold.
Their skin is pale and fair, sparkling like silver in
the moonlight. Moonkin skin is cool to the touch,
and it bears no blemishes or wrinkles, even with
age. Once a moonkin reaches physical maturity,
around 30, the only way to tell their age is by their
hair, which slowly turns silver in long streaks,
until completely gray.

THE TENNIN
The moonkin who serve Seraphs and other
celestials call themselves the Tennin. While
many moonkin have left the Tennin and formed
communities across the heavens and in the mortal
realms below, the majority still serve the angels.
The Tennin generally see themselves above the frustrating for those that wish to access one of
concerns of the mortal realm; they are celestials, their majestic libraries, or learn from their scribes.
blessed by angels, and therefore they need not Above all, the Tennin value personal
involve themselves with humanoids. achievement and scholarship. It is the duty of
Tennin culture values soft spokenness and every Tennin to contribute something to their
careful, deliberate action. They do not raise great libraries, an act known as the Requiem.
their voices, even in anger, and deplore rashful Whether it be a prophecy, a poem, or an
action. Tennin leaders will sometimes spend adventurer’s journal, to become a fully-fledged
months, or even years, discussing all possible member of Tennin society, a moonkin must
courses of action before making a decision or complete the Requiem. Many Tennin adventures
changing a rule. This practice can be immensely leave their heavenly homes to find inspiration for
their Requiem.

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ORIGIN reach physical maturity around 50. They live to
While the Tennin keep immaculate records, be around 700.
there are dozens if not hundreds of stories about Creature Type. You are a celestial.
their origins. Some Tennin scholars believe that Size. Moonkin are typically tall and skinny
the moonkin were originally fey and created by a compared to a human. Your size is Medium.
powerful archfey tied to the moon. However, the
Speed. Your walking speed is 30 feet.
archfey was fickle and foolish, so the moonkin
prayed to the angels to take them away from the Darkvision. You can see in dim light within 60 feet
archfey and up to the heavens. Other scholars say of you as if it were bright light, and in darkness
that the moonkin were once from a plane that was as if it were dim light. You can’t discern color in
destroyed in a great cataclysm. A powerful celestial darkness, only shades of gray.
saved as many moonkin as they could and brought Moonkin Talents. You gain proficiency in one of the
them to the heavens. The moonkin now serves the following skills of your choice: Acrobatics, History,
Seraphs and other angels out of gratitude. Investigation, or Performance.
A few scribes believe that the first moonkin was
Heavenly Step. As a bonus action, you gain a flying
born because of a love affair between a mortal and
speed equal to your walking speed, which lasts
great celestial. The celestial raised the moonkin to the
until the end of turn. While flying in this way
heavens so that they could be closer to their children.
you can hover. When this effect ends, if you are
CONNECTION TO THE MOON airborne and fall 60 feet or less, you take no falling
Regardless of the moonkin’s origin, these celestials damage and can land on your feet. If you fall more
have a powerful connection to the moon. They feel than 60 feet, you can subtract 60 feet from the fall
the pull of its magic and are instantly in tune with when calculating fall damage.
its phases. Many moonkin who lie in the mortal You can use this trait a number of times equal
realm are drawn to the druidic arts or divination to your proficiency bonus, regaining all expended
magic, focusing specifically on lunar magic. uses whenever you complete a long rest.
Lunar Connection. You always know the number of
MOONKIN NAMES days left before the next full moon.
Male Names: Adrian, Albus, Basilius, Cassius,
Moonkin Magic. Your innate connection to the
Claudius, Costa, Dominic, Evander, Lucius,
moon grants you access to certain spells. You
Marcus, Seneca, Tiberius.
know the light cantrip. Starting at 3rd level, you
Female Names: Adriana, Clara, Clelia, Diana,
can cast the longstrider spell with this trait, without
Lucia, Livia, Luxalia, Octivia, Olivia, Pia, Sabina,
requiring material components. Starting at 5th
Titiana, Valeria.
level you can cast the moonbeam spell with this
MOONKIN TRAITS trait, without requiring material components.
Your moonkin character has a variety of Once you cast longstrider or moonbeam with this
natural abilities. trait, you can’t cast that spell with it again until
you finish a long rest. You can also cast either of
Ability Score Increase. Increase one ability score
those spells using any spell slots you have of the
of your choice by 2 and a different one by 1,
appropriate level.
or increase three different ability scores by 1.
Intelligence, Wisdom, or Charisma is your
Moonkin are usually nimble, lithe, and graceful
spellcasting ability for these spells when you cast
with high Dexterity.
them with this trait (choose when you select
Age. Moonkin age slowly. this race).
They are not typically
Languages. You can speak, read, and write
considered an adult until they
Common, Celestial, and one other language
are over 100 years old, but
that you and your DM agree is appropriate for
your character.

created by NeverNotDM & DMTuz, art by Florian Jonak 9


NOMANDI
NOMANDI
The nomandi are not a homogenous group; their
ancestral makeup is as diverse and varied as the
world in which they were born. Despite their
differences, all nomandi can be easily recognized
by their solid white eyes, bleached hair, and the
magical tattoo that was bestowed upon them at
birth, which grants them innate magic and talents.

THE GREAT PAINTER


The nomandi believe that their birthmarks are a
gift from the Great Painter, a deity also referred
to as the Wanderer, the Traveler, or the Seeker.
Nomandi honor their god by tattooing their
bodies with the places they have been, the things
they have seen, and what they have accomplished.
When they die, the nomandi believe that if the
Great Painter is pleased by their tattoos, then he
allows them to join him in the Great Caravan and
CITY DWELLING NOMANDI
While most nomandi prefer to wander, some
explore the universe alongside their ancestors.
caravans have settled down in large cities and set
Though most nomandi revere the Great Painter,
up shops to sell finely made goods, artwork, or
many worship other gods, specifically those
food. These nomandi honor the Great Painter
governing nature or the storm.
through their success as merchants or traders.
TRADERS AND NOMANDI ADVENTURERS
TRAVELERS Thanks to their roaming spirits, nomandi are
Nomandi are wanderers, often found among adventurers and mercenaries.
moving across the world in They want to see incredible sites and record great
colorful, familial caravans accomplishments across their skin to show the
telling stories, selling goods, Great Painter upon their death.
and bringing messages. Most When creating your nomandi character, you can
cities and towns welcome determine your origin by rolling on or choosing
the nomandi with open from the Nomandi Origin table.
arms, and their arrival is
time for celebration and Nomandi Adventurers
festivities. D6 Nomandi Origin

While each caravan has its own practices, beliefs, 1 You grew up in a traveling caravan and know a little about
a lot of places.
and culture, all nomandi share a strong sense of
2 Your family settled down as merchants in a large city, but
familial loyalty and honor. Nomandi refer to each you miss traveling.
other, even those they have never met before 3 You were banished from your caravan for committing a
as, “my white-eyed brother/sister/cousin.” It is crime.
difficult to earn a nomandi’s respect, but doing 4 You wish to prove yourself worthy of the Great Painter’s
so means you have gained a friend for life. Most gift by recording a great deed upon your body.

caravans have a strong reputation for charging fair 5 You left your caravan because you fell in love, but your
partner left you and you are too ashamed to return.
prices and repaying kindness with kindness. Some
6 You are a nomandi storyweaver and left the caravan to
caravans even let outsiders travel alongside them, find new stories to ink.
as long as they can aid the caravan in their travels
in some way.

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NOMANDI TRAITS Eye for Detail. Your solid white eyes allow you
to perceive fine details and differentiate between
Your nomandi character has the following incredibly small differences in color. You have
racial traits: proficiency in the Perception skill and in one
Creature Type. You are a Humanoid. of the following artisan’s tools of your choice:
Size. You are Medium or Small. You choose the calligrapher’s supplies, jeweler’s tools, painter’s
size when you gain this lineage. supplies, tinker’s tools, or tattoo kits.

Speed. Your base walking speed is 30 ft. Painter’s Soul. Every nomandi has a magical
tattoo upon their skin that grants them unique
Ancestral Legacy. You can combine this ancestry capabilities. You have proficiency in one weapon
with another race of your choice. If you do, you of your choice. Additionally, you know one cantrip
gain the following elements of the chosen race: of your choice from the cleric, druid, or wizard
any skill proficiencies you gained from it and spell lists.
any climbing, flying, or swimming speed you Intelligence, Wisdom, or Charisma is your
gained from it. spellcasting ability for this spell when you cast it
If you don’t choose another race at character (choose when you select this race).
creation, you gain proficiency in two skills of
your choice. Your tattoo is a reflection of the gift the Great
Painter has given you. For example, a tattoo of the
Darkvision. You can see in dim light within 60 feet sun might grant you the light cantrip, while the
of you as if it were bright light and in darkness tattoo of a snake could grant you the poison spray
as if it were dim light. You discern colors in that cantrip and proficiency with whips. Regardless,
darkness as shades of gray. the size, appearance, and location of the tattoo
are up to you.

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STARBORN
Starborn are living celestial bodies, born from
a combination of powerful celestial magic and
inter-planetary forces. At the center of a starborn’s
body is a tiny star: their heart and soul. The
gravitational pull from this inner star draws
dust and debris together until it forms a glowing
humanoid form. You can choose a quirk of your
celestial appearance by rolling on or choosing from
the Celestial Appearance table.

Celestial Appearance
D6 Appearance
1 Your body is made of hardened, black earth. A dull red
glow shines through the cracks in your body.
2 Your body is made of hardened, black earth. A dull red
glow shines through the cracks in your body.
3 You were banished from your caravan for committing a
crime.
4 You wish to prove yourself worthy of the Great Painter’s
gift by recording a great deed upon your body.
5 You left your caravan because you fell in love, but your
partner left you and you are too ashamed to return.
6 You are a nomandi storyweaver and left the caravan to
find new stories to ink.

FUSION FUELED
Unlike many other mortal creatures, a starbon’s
soul is a physical, tangible object. All the
energy a starborn uses throughout their entire
life is contained in the star at the center of
being. Starborn do not need to eat or drink,
and often view such things as foolish or even
unpleasant. But this comes at a cost: a starborn’s
soul cannot be refueled. Their longevity is
determined the moment they are created and
they can live anywhere from five hundred to five
thousand years.
Starborn know exactly how much fuel remains
in their soul and therefore know precisely
how long they have to live before their star
collapses and dies. As a human, I find that kind of
knowledge deeply terrifying, but most starborn see
it as simply a part of their existence.
When a starborn is created, they are fully
conscious and aware. Physically, they will never
grow or age and their appearance doesn’t naturally
change. While their personalities can change
with experience and time, starborn are often
resistant to this.

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SOLITARY
Starborn are born in clusters, small groups of two
to three, and are raised for their first few years by
an older starborn. Afterwards, most starborn live
solitary lives, leaving their cluster and venturing
out to find their place in the heavens. Inevitably,
a few starborn find their way to the mortal realm
and can find places as scholars or adventurers.
Starborn are often drawn to live among other
long-lived races, such as elves or dwarves.

STARBORN TRAITS
Your starborn character has the following
racial traits.
Creature Type. You are a celestial.
Size. You are Medium.
Speed. Your walking speed is 30 ft.
Age. Starkin typically live for hundreds or even
thousands of years, but always know exactly
how long they have to live before their inner
star burns out.
Heavenly Form. You shine bright light in a 5
to 30-foot radius and provide dim light for an
additional number of feet equal to the chosen
radius. As a bonus action, you can alter this radius • You do not need to eat, drink, or breathe.
or deactivate this trait until you use a bonus action • You are immune to disease.
on subsequent turns to reactivate it. • You don’t need to sleep, and magic can’t put you
Beginning at 5th level, you can shine with the to sleep.
radiance of the sun. As an action, brilliant light
bursts from your body. Each creature within the Star’s Rest. When you take a long rest, you must
bright light radius of your Heavenly Form must spend at least six hours in a starry form, absorbing
succeed on a Constitution saving throw, the DC of everything you’re wearing and carrying into
which is equal to 8 + your Intelligence, Wisdom, your body, rather than sleeping. In this state, you
or Charisma modifier (you choose when you select rest suspended up to 3 feet off of the ground as a
this race) + your proficiency bonus, or be blinded glowing ball of light. In this state, you appear inert,
until the end of its next turn. The creature can but it doesn’t render you unconscious, and you can
repeat the saving throw at the end of each of its see and hear as normal. When you exit this state,
turns, ending the effect on itself on a success. your body and equipment immediately reform
You can use this trait once, after which you around your inner star, either standing or prone
cannot do so again until you finish a long rest. The (your choice).
number of times you can use this trait increases as Shield of Stars. Your body is made from starlight.
you gain levels, gaining one additional use at 9th You have resistance to fire and radiant damage.
(two times), and 14th (three times).
Languages. You can speak, read, and write
Fission Fueled. The star at the center of your being Celestial, Common, and one other language
gives you all the energy you need to survive, that you and your DM agree is appropriate for
represented by the following benefits: your character.

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DAWN WALKER
T
DAWNBRINGER
he dawnwalker brings the holy
At 7th level, your inner light has been invested
magic of their god to the darkest with the full power of the dawn. Whenever you
places. This mystic ranger’s holy create light using a ranger spell or class ability, that
spark shines forth with blessed light is sunlight.
radience.
CORONA
When you reach 11th level, your divine spark

DAWN WALKER MAGIC has fused fully with your personality and body.
You gain proficiency in your choice of either
At 3rd level, you learn an additional spell when Constitution or Charisma saving throws.
you reach certain levels in this class, as shown in
the Dawn Walker Spells table. The spell counts as
a ranger spell for you, but it doesn’t count against
the number of ranger spells you know.
Dawn Walker Spells
Ranger Level Spells
3rd healing word
5th branding smite
9th spirit guardians
13th guardian of faith
17th flame strike

FAVORED OF THE DAY


Starting at 3rd level, you have been blessed
by a celestial being, spirit, or god and have been
invested with a spark of its holy magic. You gain
resistance to necrotic and radiant damage.

SPARK OF THE SUN


At 3rd level, as a bonus action, you can invoke
the power of your holy spark to assume a glowing
radiant form. While this form lasts, you shine
bright light in a 20 foot radius and dim light for
an additional 20 feet. Furthermore, your weapons
attacks deal an additional 1d4 radiant damage. This
damage increases as you gain levels, increasing to
1d6 at 7th level and 1d8 at 15th level.
The form lasts for 1 minute or until you use a
bonus action on a subsequent turn to end it. You
can use this feature a number of times equal to
your proficiency bonus, regaining all expended
uses whenever you finish a long rest.

14
SOLAR WARRIOR
Beginning at 15th level, you are a light even
in the darkest of places. Whenever you use your
Spark of the Sun feature, you can choose to
embolden it with the true strength of your inner
spark. While that form persists, you gain the
following benefits:
• If the bright light you exude overlaps with an
area of darkness created by a spell, the spell that
created that darkness is dispelled.
• You and allied creatures within the bright light
gain advantage on death saving throws, as well
as saving throws made against spells and magical
effects.
• You and allied creatures within the bright light
regain the maximum number of hit points from
any healing.
• Hostile creatures within the bright light have
disadvantage on attack rolls. A creature immune
to the blinded condition, or a creature that can
see without the use of its eyes (such as a creature
with blindsight or tremorsense), is immune to
this effect.
Once you have used this feature, you can’t use it
again until you finish a long rest.

15
W
SCHOOL OF HEAVENS izards who study the
heavens learn of the great
power that rests between
the suns, moons, and
stars. Through study and
dedication, these wizards
can create tiny manifestations of the heavens to
protect and guide them along their journeys.

MANTLE OF
SUN, MOON, AND
AND STARS
STARS
When you select this school at 2nd level, you
learn to harvest the power of the heavens. As a
bonus action, you can summon a small moon,
sun, or a cluster of tiny stars to swirl around you.
The mantle lasts for one minute, until you drop
to 0 hit points, or you end it as a bonus action on
subsequent turns. While your mantle persists, you
gain the following benefits:
MANTLE OF THE UNIVERSE
• You shine bright light in a 15-foot-radius and
Beginning at 10th level, your study of the
dim light for an additional 15 feet.
heavens and celestial bodies has allowed you to
• You have advantage on Wisdom (Perception)
uncover further mysteries of the heavens. While
and Intelligence (Investigation) checks.
your mantle is active you gain the
• You gain a bonus to your spell attack rolls equal
following additional benefits:
to half your proficiency bonus, rounded up.
• The light shed by your mantle is sunlight.
You can use this feature
• You gain truesight out to a range of 30 feet.
a number of times equal
• Whenever you roll damage for a spell you
to your proficiency
cast, the roll gains a bonus equal to half your
bonus and regain all
proficiency bonus, rounded up.
expended uses when you
finish a long rest.
WISH UPON A STAR
SHELTER OF Beginning at 14th level, you can use your action
THE STARS to cast one spell of 6th level or lower from the
At 6th level, your wizard spell list without expending a spell slot.
mantle helps protect The chosen spell must have a casting time of 1
you from hostile forces. action and if it requires costly components, you
While your mantle is must provide those components.
active, you gain a +2 Once you use this feature, you can’t use it again
bonus to AC. until you finish 1d4 long rests.

16
THE NINE HEAVENLY CHOIRS
Celestial choirs are divided into nine tiers. Angels of each tier serve different purposes in the celestial
court. But even though they are divine, there are still tensions between the different choirs.

Order Title Description


1st Seraphim Seraphim lead celestial courts and are the direct servants of powerful gods. They are defined by their six
radiant wings.
2nd Cherubim Cherubim are guardians of the celestial plane and generals of the heavenly hosts. They report to the
Seraphim. A cherubim has four souls struggling for dominance in one, four-winged body.
3rd Thrones Thrones are the bodyguards, emissaries, and messengers of seraphim and cherubim. They are made of
concentric metal rings.
4th Dominions Dominions are the administrators of the lesser six choirs of angels and the heavenly courts.
5th Virtues Virtues are manifestations of good deeds. They are heavily involved in protecting the sanctity of the natural
world and maintaining balance in celestial court.
6th Powers Powers are bodyguards, warriors, assassins, that protect sacred places and people from demonic or
(Archons) otherworldly threats.
7th Principalities Principalities are worker angels that serve as scribes, bookkeepers, and wardens of special events. They do
not serve in the heavenly legions.
8th Archangels Archangels are legion angels who have been a position of leadership in the heavenly hosts. They mostly
serve as sergeants and battlefield commanders.
9th Legion Angels Legion angels make of the majority of the celestial court and serve as foot soldiers in the heavenly hosts.

17
LEGION ANGELS
“There are few things as beautiful, or as

L
terrifying, as watching the legions of
heaven assemble for battle.” Expert Tacticians. Legion angels utilize advanced
military tactics, only possible through their
egion angels make up the
complete trust in their fellow angels. Many great
majority of the heavenly hosts. As
generals have learned from the angel’s tactics and
the lowest of the nine celestial choirs,
implemented strategies after watching the legion
legion angels serve as the rank and file
angels in battle. In combat, legion angels do not
soldiers of the seraphs’ armies. They
fight individually, but as part of a greater whole.
are disciplined, effective, and, above all,
They move like flocks of starlings, bobbing and
brave. While each legion has their own colors and
weaving through the sky to avoid enemy assault.
insignias, they share a sacred purpose to protect
the celestial realm from fiends, extraplanar entities, Divine Politics. Even angelic courts are not immune
and other malignant forces. to games of power and influence. While the
celestial realm is usually at peace, seraphim and
Divine Spear. While legion angels spend most of
cherubim will occasionally clash with one another
their time in the celestial realm, it is not unheard
over their god’s favor, magical artifacts, or simply
of for individuals or even entire squadrons to make
because of ideological differences. Angelic legions
their way into the mortal realm. A seraph might
are sometimes used as pawns in the upper choirs’
reward a devout king or ruler with a phalanx of
games and are forced to fight against one another.
angels, or might send a group of legion angels to
I find it almost a relief that angels fall into the
help them secure a powerful magical artifact.
same patterns as mortal rulers, it makes them
feel more… real.

18
Archangels and Legion Structure. Angelic legions
fall into a rigid chain of command. A phalanx of
legion angels is led by a captain, who reports to
an archangel. Archangels are the commanders of
the entire legion, representing them as a whole
before their seraphim masters. If an archangel does
not have a legion of their own, they often serve as
champions to other celestials.
The Lost Legions. While the vast majority of legion
angels live to serve the seraphim, some have
abandoned their service to pursue their own
interests. One historical account even tells of an
archangel who rebelled against the seraphim and
was banished from the heavens, along with all their
soldiers. Lost legions often become interplanar
mercenaries, seeking to further the forces of good
through their own means, free of the heavenly
chain of command.

ENCOUNTER HOOKS
• The characters must race against a squadron of
legion angels to find a magical artifact.
• The party is asked to help a group of legion
angels defend an ancient tower against demonic
incursion.
• A seraph has sent a phalanx of legion angels to
destroy a baobhan sith*, but the vampire is simply
working as a doctor in their mountain village.
• The party meets a lost legion angel, who was left
behind by their phalanx during a battle after they
were presumed to be dead. They want to return
back to the celestial plane.
• The party must duel an archangel in order to win
the favor of a greater celestial.
• A seraph has ordered a group of legion angels to
destroy a holy site because it is “heretical.”

TACTICS
Coordination. Legion angels work together. They
surround their targets, create defensive positions,
and stick in groups of at least three.
Heroic Sacrifice. Legion angels are not afraid to
sacrifice themselves for the good of their squadron,
or to protect their captains or archangels.
Fly Together. Legion angels avoid fighting on the
ground, as they know that they are vulnerable to
being surrounded and prevented from retreating.

19
LEGION ANGEL
Medium Celestial (Angel), Typically Any Good Alignment
LEGION ANGEL CAPTAIN
Medium Celestial (Angel), Typically Any Good Alignment


Armor Class 17 (studded leather armor, shield; 19 with —
Armor Class 17 (splint armor; 19 with heavenly phalanx)
Heavenly Phalanx) Hit Points 60 (8d8 + 24)
Hit Points 37 (5d8 + 15) Speed 30 ft., fly 40 ft.
Speed 30 ft., fly 40 ft. —
STR DEX CON INT WIS CHA

STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 17 (+3) 12 (+1) 16 (+3) 14 (+2)
16 (+3) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 13 (+1)

Skills Perception +6, Persuasion +5, Intimidation +5

Skills Perception +4 Damage Resistances radiant; bludgeoning, piercing and
Damage Resistances radiant; bludgeoning, piercing and slashing damage from nonmagical weapons
slashing damage from nonmagical weapons Senses darkvision 60 ft., passive Perception 16
Senses darkvision 60 ft., passive Perception 14 Languages Common, Celestial
Languages Common, Celestial Challenge 6 (2,300 XP) Proficiency Bonus +3
Challenge 4 (1,100 XP) Proficiency Bonus +2 —
— Angelic Weapons. The angel’s weapon attacks are magical.
Angelic Weapons. The angel’s weapon attacks are magical. When the angel hits with any weapon, the weapon deals an extra
When the angel hits with any weapon, the weapon deals an extra 9 (2d8) radiant damage (included in the attack).
4 (1d8) radiant damage (included in the attack).
Heavenly Phalanx. As long as the angel is within 5 feet of
Heavenly Phalanx. As long as the angel is within 5 feet of another Angel and that creature isn’t incapacitated, the angel
another Angel and that creature isn’t incapacitated, the angel gets a +2 bonus to AC.
gets a +2 bonus to AC.
ACTIONS
ACTIONS Multiattack. The angel makes two weapon attacks.
Multiattack. The angel makes two weapon attacks.
Halberd. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one Hit: 8 (1d10 + 3) slashing damage plus 9 (2d8) radiant damage.
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) if used
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600
with two hands, plus 4 (1d8) radiant damage.
ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 9 (2d8)
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 radiant damage.
ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8)
Heavenly Charge (Recharges after a Short or Long rest). The
radiant damage.
angel bellows a divine order to up to three other Angels within 30
Spellcasting. The legion angel casts one of the following spells, feet of it that can hear it. Each target can then use its reaction to
requiring no material components and using Wisdom as the move up to its speed without provoking opportunity attacks and
spellcasting ability (spell save DC 12): can then make a melee weapon attack. On a hit, the creature’s
weapon deals an extra 4 (1d8) radiant damage to the attack’s target.
At will: light, thaumaturgy, detect evil and good
Spellcasting. The angel casts one of the following spells,
requiring no material components and using Wisdom as the
spellcasting ability (spell save DC 14):
At will: light, thaumaturgy, detect evil and good
1/day each: command (4th-level version)

20
LEGION ARCHANGEL
Medium Celestial (Angel), Typically Any Good Alignment


Armor Class 17 (splint armor; 19 with heavenly phalanx)
Hit Points 93 (11d8 + 44)
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 18 (+4) 14 (+2) 18 (+4) 16(+3)

Saving Throws Con +7, Wis +7
Skills Perception +7, Persuasion +6, Intimidation +6
Damage Resistances radiant; bludgeoning, piercing and
slashing damage from nonmagical weapons
Senses darkvision 60 ft., passive Perception 16
Languages Common, Celestial
Challenge 9 (5,000 XP) Proficiency Bonus +4

Angelic Weapons. The archangel’s weapon attacks are magical.
When the archangel hits with any weapon, the weapon deals an
extra 13 (3d8) radiant damage (included in the attack).
Heavenly Phalanx. As long as the archangel is within 5 feet
of another Angel and that creature isn’t incapacitated, the
archangel gets a +2 bonus to AC.
Intercepting Strikes. Creatures provoke opportunity attacks
from the archangel even if they take the Disengage action before
leaving its reach.
Additionally, whenever the archangel hits a creature with an
opportunity attack, the creature’s speed becomes 0 for the rest
of the turn.

ACTIONS
Multiattack. The archangel makes two weapon attacks. It can
replace one of these attacks with a use of Bolstering Strike,
if it can.
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) if
used with two hands, plus 13 (3d8) radiant damage.
Shackling Bolt. Ranged Spell Attack: +8 to hit, range 120 ft.,
one target. Hit: 22 (5d8) radiant damage and the target must
succeed a DC 16 Strength saving throw or be restrained until the
end of the archangel’s next turn.
Bolstering Strike (Recharges 5-6). The legion archangel
makes a Longsword attack. On a hit, the weapon deals an
extra 13 (3d8) radiant damage and up to three allied creatures
within 30 feet of the archangel that it can see gain 20 temporary
hit points.
Spellcasting. The legion archangel casts one of the following
spells, requiring no material components and using Wisdom as
the spellcasting ability (spell save DC 16):
At will: command, detect evil and good, light, thaumaturgy
1/day: banishment

21
PRINCIPALITIES
“Here, Professor Gilroy, I believe this
book on Linus and Geoferry’s Dilemma...
Could you please remove your brownie? It
is drooling on a first edition of the Dirge
of Angels!”
— Lucia, an angelic Curator,

P
to Professor Gilroy
rincipalities are the third
angelic order. They are guardians and
primarily serve their celestial masters
by protecting sacred places or events.
Unlike legion angels, principalities
do not join angelic armies. They are
the ones left behind. While many mortal soldiers
might resent this duty, principalities find joy in
this service. Sometimes, mortals might be able to
entreat a principality to serve them, and so they
can occasionally be found in the mortal realms.
Magically Bound. Angelic curators spring, fully
formed, from the minds of seraphs or lesser gods
of knowledge. They are created with a singular
purpose, to be the steward of a particular site. As ENCOUNTER HOOKS
such, they cannot leave their assigned archives,
D4 Appearance
and if their charge is destroyed, they too vanish.
1 The party must steal a book from an angelic curator’s
Thus, angelic curators will willingly give their lives collection.
to protect their homes. 2 While visiting a great library, the party meets an angelic
curator who offers to help them find the knowledge they
Voice of Power. The voice of an angelic curator is seek.
filled with incredible power. A single word can 3 An archmage asks the party to gather the components
bring a mortal to their knees or steal the words needed to summon an angelic curator.
from their lips. However, an angelic curator’s 4 An angelic curators asks the party to find a rare book to
words can also reveal deep secrets and create add to its collection.
moments of incredible intellectual clarity, if the
listener’s mind remains intact.
Gaining Access. Angelic curators are the stewards,
TACTICS
not the owners, of the knowledge they keep. As Silence Spellcasters. The angelic curator will silence
such, they follow the rules of their masters with spellcasters to stop them from casting their most
regard to giving others access to their collections. powerful magic, especially fire magic.
Some libraries are forbidden to outsiders, others
Fear of Fire. Angelic curators are terrified of fire,
require adventurers to complete a quest in service
and will avoid creatures with flaming weapons or
to a god or seraph, and some simply require that
that can cast fire magic.
you bring a book of great value. Regardless of
the price, an angelic curator’s collection is well Protect the Books. Angelic curators will not take
worth the price. cover behind bookshelves or displays. They value
their books more than their own lives.

22
PRINCIPALITY CURATOR
Medium Celestial, Typically Lawful Good
Wing Slash. Melee or Ranged Weapon Attack: +5 to hit, reach 5
ft. or range 30/60 ft., one target. Hit: 7 (1d8 + 3) slashing damage
plus 4 (1d8) radiant damage.

— Radiant Word. The angel speaks a single word in Celestial imbued


Armor Class 13 with great power, choosing from the options below. The angel
Hit Points 55 (10d8 + 10) can’t use the same effect two rounds in a row.
Speed 30 ft., fly 30 ft. (hover)
Word of Condemnation. The angel rebukes one creature of

STR DEX CON INT WIS CHA its choice within 60 feet of it. If the target can hear the angel, it
8 (-1) 16 (+3) 12 (+1) 18 (+4) 14 (+2) 16 (+3) must succeed on a DC 14 Charisma saving throw or take 13 (3d8)
— radiant damage and fall to its knees, prone.
Skills Arcana +8, History +8, Insight +4, Perception +6
Damage Resistances bludgeoning, piercing, and slashing from Word of Knowledge. The angel speaks a word filled with power
nonmagical attacks beyond mortal comprehension to a creature of its choice within
Senses darkvision 60 ft., passive Perception 16 60 feet of it. If the target can hear the angel, it must succeed on
Languages Celestial plus three more languages a DC 14 Intelligence saving throw or be incapacitated until the
Challenge 4 (1,100 XP) Proficiency Bonus +2 end of its turn, after which it gains advantage on Intelligence
checks for 1 hour. A creature can choose to fail this saving throw
— if it wishes.
Angelic Resistance. The angel has advantage on Intelligence,
Wisdom, and Charisma saving throws. Word of Silence. The angel shushes one creature of its choice
Flammable Wings. Whenever the angel takes fire damage, it within 60 feet of it. If the target can hear the angel, it must
cannot fly until the end of its next turn and immediately begins to succeed on a DC 14 Wisdom saving throw or be silenced for 1
fall if it is aloft. minute. While silenced, the creature can’t speak or cast spells that
require verbal components. A creature silenced in this way can
Ritual Spellcasting. The angel can cast the following spells as a repeat its saving throw at the end of each of its turns, ending the
ritual, requiring no material components and using Intelligence as effect on itself on a success.
the spellcasting ability (spell save DC 14): alarm, glyph of warding.
Magic Weapons. The angel’s weapon attacks are magical. REACTIONS
Word of Protection. The angel adds 2 to its AC against a melee
ACTIONS attack that would hit it. To do so, the angel must be able to
Multiattack. The angel makes a wing slash attack, and it uses see the attacker and be able to speak. If the attack misses, the
radiant word. attacker must make a DC 14 Constitution saving throw or be
blinded until the start of its next turn.

23
P
POWERS (Archons)
owers, also known as archons,
ENCOUNTER HOOKS
D4 Appearance
are elite warrior angels. Unlike lesser 1 A protector has come to the mortal realm chasing a
demon and asks the party to help them find the foul fiend.
legion angels, or even archangels,
2 A zealous priest summons a protector to find signs of
powers fight alone. They undertake heresy in a city or large town.
dangerous missions at the behest of 3 A protector has been assigned to guard a cleric that the
gods and greater angels. Some serve party has been hired to assassinate.
as wardens, while others work as angelic assassins. 4 A protector accuses a character or favored NPC of
But regardless of their specific purpose, powers are heresy and promptly tries to kill them.
dangerous, single minded creatures. For a power,
the mission is everything and they will do anything TACTICS
to fulfill it, no matter the cost.
Blind Rage. Once blood is drawn, a protector will
PROTECTOR not retreat.
Fiends First. Protectors despise Fiends and those
“In service of the greater good, there can be who serve them, they will attack any character
no evil.” — Protector Prayer they believe has a connection to Fiends first.
Protectors are the mighty and righteous bulwarks
of the heavens. While these fierce guardians
might not have wings, their golden skin and solid
silver eyes mark them as unmistakably celestial.
Protectors stand over eight feet tall and wield
massive tower shields decorated with celestial
runes and intricately detailed scenes of battle. They
charge headlong into the fray and eagerly give
their lives for their celestial allies.
Self-Sacrifice. Protectors are usually assigned
to defend a specific person, place, or celestial
during a conflict. Where needed, they will
sacrifice themselves to protect their charge
without hesitation. Once they are engaged in
combat, protectors will not stop until they, or
their opponents, are dead. Protectors believe that
their lives are worth nothing in comparison to a
seraph’s objectives.
Zealots. Protectors despise creatures of evil.
They exude an aura of protection that helps
creatures resist the influence of evil beings and
their blasphemous incantations. They consider
themselves the angels’ best defense against heresy,
and they will strike down any creature that speaks
evil of their masters or performs heretical magic.

24
PROTECTOR
Large Celestial (Archon), Typically Lawful Good


Armor Class 21 (splint, shield, aura of guardianship)
Hit Points 59 (7d8 + 28)
Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 18 (+4) 13 (+1) 14 (+2) 12 (+1)

Skills Athletics +7, Perception +5
Damage Resistances lightning; bludgeoning, piercing, and
slashing damage from nonmagical attacks
Damage Immunities poison, radiant
Condition Immunities petrified, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Celestial, Common, Draconic
Challenge 6 (2,300 XP) Proficiency Bonus +3

Aura of Guardianship. The protector exudes an aura of
protection in a 10-foot-radius around it. It and allied creatures
within the aura have half cover from ranged attacks and
have advantage on saving throws against spells and other
magical effects.
Divine Weapons. The protector’s weapon attacks are magical.
When the protector hits with any weapon, the weapon deals an
extra 2d6 radiant damage (included in the attack).

ACTIONS
Multiattack. The protector makes two Spear attacks or one
Spear attack and one Shield attack.
Spear. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) radiant damage.
Shield. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 6 (1d4 + 4) bludgeoning damage plus 7 (2d6) radiant
damage. If the target is a Huge or smaller creature, it must
succeed a DC 15 Strength saving throw or be pushed 5 feet in a
straight line away from the protector.
Spellcasting. The protector casts one of the following spells,
requiring no material components and using Wisdom as the
spellcasting ability (spell save DC 13):
At will: detect evil and good, message

BONUS ACTIONS
Sanctum (3/Day). The protector places a magical ward upon a
creature that it can see within 10 feet of it. For the next minute,
any creature who targets the warded creature with an attack or
a harmful spell must first make a DC 13 Wisdom saving throw.
On a failed save, the creature must choose a new target or lose
the attack or spell. The ward doesn’t protect the creature from
area effects, such as the explosion of a fireball.
The effect ends early for the warded creature if it casts a
spell that affects a creature hostile to it, or deals damage to
another creature.

REACTIONS
Protector’s Move. When a creature within 10 feet of the
protector that it can see becomes the target of an attack or a
spell that targets only it, if the target is willing, the protector and
that creature both teleport, swapping places. The protector then
becomes the target of the triggering attack or spell instead.

25
VENATOR
Beware the wrath of angels,
for their arrows fly with the
might of heaven.
Angelic assassins, venators wield magical
bows blessed by greater angels to seek out
and smite the wicked. Venators will travel
across both the mortal and celestial realms
in pursuit of their prey. Once a venator has
its target in its sights, it will not rest until
the creature is slain. Venators usually seek out
necromancers, cult leaders, and unseelie fey who
have preyed on faithful mortals or killed other
celestials. A ventator’s favorite prey are fallen
angels. Nothing brings these avengers greater
joy than striking down a traitor.
Silent Killers. Venators prefer to strike from
a distance. They take up position high in the
clouds or atop great towers and rain arrows
from above. Once their target is slain, they
slip away disguised as a mortal. If their target
flees, a venator will use divination magic to
chase them down and wait until the creature
lets its guard down before striking again. When
they are forced into melee combat, a venator will
simply teleport and fly out of reach.
Contracted Warriors. Venators who have lost
their masters will often serve faithful mortals as
contracted killers. Such a venator can be hired to
slay demons or unholy adversaries. But be warned,
if a venator finds no evil in the heart of its prey,
TACTICS
they will hunt down whoever hired them instead. Ambusher. The
venator will wait for the best moment
ENCOUNTER HOOKS to strike from a distance and will spend hours
D4 Appearance finding the perfect spot to attack.
1 A venator has been sent to kill a character who angered a Dodge and Weave. The venator will use its high
powerful priest or celestial.
flying speed and Teleport bonus action to position
2 The party is hired to protect someone from a venator.
itself behind cover after striking.
3 A venator asks for the characters’ assistance in tracking
down a difficult target in a large city. Escape Button. If a venator is cornered, it will cast
4 A venator asks for the party to help them identify a dimension door and teleport to an unseen location
mortal who killed the angel’s brother.
where it can easily make its escape.

26
VENATOR ACTIONS
Medium Celestial (Archon), Typically Lawful Good Multiattack. The venator makes two Bladed Bow attacks.
— Bladed Bow. Melee or Ranged Weapon Attack: +7 to hit, reach
Armor Class 17 (natural armor) 5 ft., or range 150/600 ft., one target. Hit: 7 (1d6 + 4) slashing
Hit Points 78 (12d8 + 24) damage plus 14 (4d6) radiant damage if the attack was a melee
Speed 30 ft., fly 60 ft. attack, or 9 (1d10 + 4) piercing damage plus 14 (4d6) radiant

STR DEX CON INT WIS CHA damage if the attack was a ranged attack.
16 (+3) 18 (+4) 15 (+2) 14 (+2) 17 (+3) 13 (+1) Sure Strike. The venator makes a Bladed Bow attack. The venator
— gains a +5 bonus to the attack roll and if attack would be made
Saving Throws Dex +7, Wis +6
with disadvantage, it is unaffected by disadvantage.
Skills Acrobatics +7, Investigation +5, Perception +9, Stealth +10,
Survival +6 Spellcasting. The venator casts one of the following spells,
Damage Resistances lightning; bludgeoning, piercing, and requiring no material components and using Wisdom as the
slashing damage from nonmagical attacks spellcasting ability (spell save DC 14):
Damage Immunities poison, radiant At will: disguise self, detect evil and good, see invisibility
Condition Immunities petrified, poisoned 1/day each: dimension door, locate creature
Senses darkvision 60 ft., passive Perception 19
Languages Celestial, Common, Draconic
Challenge 8 (3,900 XP) Proficiency Bonus +3 BONUS ACTIONS
Teleport. The venator magically teleports, along with any

Divine Quarry. When the venator hits a creature with a weapon equipment it is wearing or carrying, up to 30 feet to an
attack, it is marked as the venator’s quarry until the end of the unoccupied space it can see.
venator’s next turn. During this time, the venator always knows
the exact distance and direction to the target and the next attack REACTIONS
roll the venator makes against its quarry is made with advantage. Relentless Pursuit (1/Day). When a creature affected by
the venator’s Divine Quarry enters a space within 500 feet
Divine Weapons. The venator’s weapon attacks are magical.
of the venator, the venator magically teleports, along with
When the venator hits with any weapon, the weapon deals an
any equipment it is wearing or carrying, into a random, safe,
extra 4d6 radiant damage (included in the attack).
unoccupied space within 20 feet of that creature and within line
Magic Resistance. The venator has advantage on saving throws of sight of it.
against spells and other magical effects.

27
VIRTUE Death. When a virtue dies, their body is reduced
to a gust of wind and their spirit returns to the
celestial realm. Eventually, when the virtue
“If demons are incarnations of sin, is it believes that it’s needed once again, it will reform
not logical to assume that angels are a physical body and return to life. This process
incarnations of virtue?” will often take hundreds or thousands of years,
— Professor Gilroy, lecture transcript and virtues do not hold grudges against their
Virtues are deeply tied into the natural order of the killers. Sometimes, a virtue might even voluntarily
mortal realm. They often act as agents of celestial return to the wind when they believe their
courts, spreading their seraph’s ideals through mission complete.
words and deeds. Virtues have been known to
serve as advisors to kings or nobles, mentors to ENCOUNTER HOOKS
young paladins and clerics, or as spiritual leaders to D7 Appearance
monastic orders. Each of these angels are a physical 1 While under attack in a mountain pass, a virtue of
manifestation of an ideal, with their personality temperance appears and helps protect the party.
and appearance reflecting their “virtue.” 2 A virtue of purity has been corrupted by an order of
inquisitors who are using the celestial’s teachings as
Voices of the Wind. Virtues are spirits of the wind, justification for their prejudice.
filled with wisdom and magic. Individually, they 3 A virtue of charity will give the party a vital piece of
information, but only if they help protect a local tribe of
can channel elemental air magic and always know
goblins from a hill giant.
the weather. But when virtues group together, 4 A virtue of kindness grows rare magical herbs in her
they can create hurricanes or stop thunderstorms. reclusive forest sanctuary. The party is tasked with
retrieving a potion from her to help a sick child.
Solitary Nature. Virtues do not often interact
5 A virtue of humility requires that the party complete a
with other celestial creatures, including other challenge in exchange for its help. The catch being that
virtues. When they desire companionship, they they can use no magical items to complete it.
prefer the company of beasts, fey, and humanoids. 6 A virtue of patience lives deep in the desert and is known
Oftentimes, virtues will create secluded homes for to train warriors. The party is told to seek them out for
guidance.
themselves, leaving only in times of great turmoil
7 A virtue of diligence requires the party to complete an
to advise mortals and holy orders. arduous physical obstacle course in order to receive a
boon.

VIRTUE BASE around corners. Creatures have disadvantage on Charisma


(Deception), Dexterity (Sleight of Hand), and Dexterity
(Stealth) checks while in the radius.
Medium Celestial, Typically Any Good Alignment


Armor Class 13 ACTIONS
Hit Points 66 (12d8 + 12) Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Speed 40 ft., fly 40 ft. target. Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3)
— bludgeoning damage if used with two hands.
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 14 (+2) 18 (+4) 16 (+3) Sacred Flame. The virtue chooses one creature it can see within
60 feet of it. The target must succeed on a DC 15 Dexterity saving

Saving Throws Wis +7, Cha +6 throw or take 13 (3d8) radiant damage. The target gains no
Skills Insight +7, Persuasion +6 benefit from cover for this saving throw.
Damage Resistances bludgeoning, piercing, and slashing from Wind’s Chosen (1/Day). The virtue beseeches the winds and
nonmagical attacks rains. If at least two other virtues take this action while within 30
Condition Immunities charmed, frightened feet of this virtue before this virtue’s next turn, they collectively
Senses darkvision 60 ft., passive Perception 14 cast the control weather spell. They must each concentrate on
Languages all the spell to maintain its effects.
Challenge 5 (1,800 XP) Proficiency Bonus +3
Spellcasting. The virtue casts one of the following spells,
— requiring no material components and using Wisdom as the
Avatar of Grace. The virtues appear so pure that it’s difficult for
creatures to harm them. Whenever a non-fiend creature makes spellcasting ability (spell save DC 15, +7 to hit with spell attacks):
an attack roll against the virtue, it must roll 1d4 and subtract the At will: druidcraft, guidance (30 foot range), purify
number rolled from the attack roll. A creature immune to the food and drink
charmed condition is unaffected by this trait. 3/day each: gust of wind, sanctuary
Vestige of Truth. The virtue emanates a powerful aura of truth 1/day each: spirit guardians, remove curse
and justice in a 30-foot-radius around it. This radius spreads

28
PATIENCE
Virtues of patience are the most reclusive of their
kind and can always be identified by their light
brown feathery wings, rather than the snow white
common among other kinds of virtues, as well
as the wooden staves they carry, topped with a
broken hourglass. Instead of directly impacting
mortal affairs, these virtues prefer to live in
isolation, giving guidance to those who seek them
out. These virtues will spend centuries, or even
millennia, subtly influencing heroes towards noble
ends. Patient virtues prefer desert environments
and can often be found in ruins or oases.

ACTIONS
Peaceful Revere (Recharge 6). The virtue sings a serene
melody. Each creature that can hear the virtue must make a
DC 15 Wisdom throwing throw. On a failure, a creature can’t
take the Attack action or cast a harmful spell until the end of its
next turn.

HUMILITY Additional Spellcasting. The virtue casts one the following


spells using its Spellcasting action:
Virtues of humility appear as poor, blind travelers: 3/day each: hold person
1/day: slow
wings tattered, feet bloodied, and garbed in
ragged burlap. They take a special interest in REACTIONS
stopping rogue mages and necromancers, but Your Time Will Come. Whenever a creature within 30 feet of
will never take payment or credit for their deeds. the virtue that it can see fails a saving throw or misses with an
attack roll, if it can see the virtue, it gains advantage on the next
They can most often be found in the poorest attack roll or saving throw it makes in the next minute.
districts of large cities, or wandering dark and
dangerous paths.

ACTIONS
Bring Low (Recharge 6). The virtue speaks an enchanting
prayer. Each creature within 30 feet of the virtue that can
hear it must succeed on a DC 15 Wisdom saving throw or fall
to its knees, prone. Whenever a creature prone in this way
attempts to stand, it must make a DC 15 Wisdom saving throw.
On a failure, it spends all its remaining movement and fails to
stand. On a success, it can stand from prone as normal. Once
a creature succeeds on a saving throw against this effect, it is
immune to the virtue’s bring low for the next 24 hours.
Additional Spellcasting. The virtue casts one the following
spells using its Spellcasting action:
3/day each: blindness/deafness,
1/day: dispel magic

REACTIONS
Humble Reflection. When a creature within 30 feet of the
virtue that it can see fails a saving throw, if that creature can see
the virtue, the virtue forces it to make a DC 15 Wisdom saving
throw. On a failure, the target is stunned until the end of its
next turn.

29
CHARITY
DILIGENCE Many mortals pray to virtues of charity. These
Virtues of diligence are the loudest, boldest, and beautiful angels carry healer’s staves and have a
most stubborn of all the virtues. These angels pair of silver hands on their head that perpetually
often appear as muscular figures, covered with covers their eyes. It is said that no mortal has
scars and heavy armor. They delight in training gazed upon the eyes of a spirit of charity and lived.
mortal warriors and often join orders of knights, Virtues of charity dedicate their lives to feeding
paladins, and warrior clerics as advisors. Each of the poor and starving. They listen for prayers
these virtues has a specific goal, their opus, and on the wind, and then follow the voices of the
they will do anything and everything to see their faithful, leaving food and water wherever it’s
designs come to pass. Once their opus is fulfilled, needed. They work tirelessly, constantly traveling
they return to the heavens until they are needed from place to place to help those in need. Small
again. Virtues of diligence can generally be found towns and villages are the most likely place to find
in mountain retreats, high above the clouds. one of these merciful angels.

ACTIONS ACTIONS
Unrelenting Command (Recharge 6). The virtue bellows Giving Heart (Recharge 6). The virtue speaks a holy blessing
a powerful command. Each creature of the virtue’s choice and evokes healing magic that can restore up to 20 hit points.
within 30 feet of it can use its reaction to move up to half its The virtue chooses any number of creatures within 30 feet of it
speed without provoking opportunity attacks, then make a and divides those hit points among them. The virtue then takes
weapon attack. 10 necrotic damage.
Additional Spellcasting. The virtue casts one the following Additional Spellcasting. The virtue casts one the following
spells using its Spellcasting action: spells using its Spellcasting action:
3/day each: command 3/day each: create food and water
1/day: haste 1/day: bless (no concentration)

REACTIONS REACTIONS
Failure is Not an Option. Whenever a creature within 30 feet Second Chance. Whenever a creature within 30 feet of the virtue
of the virtue that it can see misses with an attack roll or fails a that it can see misses with an attack roll or fails a saving throw, if
saving throw, if it can see the virtue, it can reroll that attack roll it can see the virtue, it can roll a d8 and add the number rolled to
or saving throw and must use the new result. If this reaction its attack roll or saving throw. The next time the virtue makes an
does not cause the creature to succeed on the attack roll or attack roll or saving throw in the next minute, it must roll a d8 and
saving throw, it takes 5 (2d4) psychic damage. subtract the number rolled from the attack roll or saving throw.

30
KINDNESS
Resembling elderly humans, virtues of kindness
live in simple huts deep in forests and swamps.
Thus, they are often mistaken for witches or even
hags. These virtues have a strong relationship
with heather pixies (see Professor Gilroy’s Guide
to Fey) and other small woodland fey. In return
for protection, these fey watch for wounded
travelers and lead them to the virtue. Virtues of
kindness are experts at removing magical curses
and curing dangerous diseases. Recipients of a
virtue’s magic are often moved to join religious or
monastic orders.

ACTIONS
Wind’s Blessing (Recharge 6). The virtue speaks a holy
blessing. Each creature of the virtue’s choice within 30 feet of
it becomes blessed until the start of the virtue’s next turn. A
creature blessed in this way has its speed increase by 10 feet
and whenever it hits a creature with a weapon attack, the target
takes an extra 2 (1d4) radiant damage.
Additional Spellcasting. The virtue casts one the following
spells using its Spellcasting action:
3/day each: lesser restoration
1/day each: greater restoration

REACTIONS
Wellspring. Whenever a creature within 30 feet of the virtue
that it can see misses with an attack roll or fails a saving throw, if
it can see the virtue, it regains 9 (2d8) hit points.

31
TEMPERANCE
Virtues of temperance are stewards of peace and
prosperity. Doves are drawn to them and olive
trees grow stronger in their presence. Despite their
powerful magics, virtues of temperance despise
violence and prefer to flee rather than fight. They
are calm and collected, but most importantly, these
virtues believe in forgiveness above all, and harbor
no grudges or vendettas. These celestials are often
called upon as mediators and their temples are
considered neutral, sacred grounds. Virtues of
temperance build their homes upon sites of great
and terrible violence, reclaiming the land from
wrath and hatred.

ACTIONS
Avarice’s End (Recharge 6). The virtue utters a holy curse.
Each creature within 30 feet of the virtue that can hear it must
succeed on a DC 15 Wisdom saving throw or, until the end of its
next turn, its speed is halved, it can’t take reactions, and on its
turn, it can use either an action or a bonus action, not both. PURITY
Additional Spellcasting. The virtue casts one the following
spells using its Spellcasting action: At first a virtue of purity’s youthful appearance
3/day each: ray of enfeeblement (doesn’t require concentration) might make it appear weak. But these golden
1/day each: hypnotic pattern haired angels are incredibly dangerous and
unstable. A virtue of purity delights in enforcing
REACTIONS
divine laws, with violence if necessary. Inquisitors
Forced Restraint. Whenever a creature within 30 feet of the
virtue that it can see misses with an attack roll or fails a saving and religious zealots often use the teachings of
throw, if it can see the virtue, the next time it makes an attack these virtues to justify their oppressive beliefs.
roll or saving throw, it rolls a d8 and subtracts the number rolled
from the attack roll or saving throw. Virtues of purity will offer their aid only to those
they deem worthy. They can often be found in
places of religious and societal turmoil.

ACTIONS
Holy Flare (Recharge 6). The virtue lets out an otherworldly
scream and bursts with golden light. Each other creature within
30 feet of the virtue must succeed on a DC 15 Constitution
saving throw or take 13 (2d8 + 4) radiant damage and become
blinded for 1 minute. A creature blinded in this way can repeat
its saving throw at the end of each of its turns, ending the effect
on itself on a success.
Additional Spellcasting. The virtue casts one the following
spells using its Spellcasting action:
3/day each: guiding bolt
1/day each: fireball

REACTIONS
Angel’s Scorn. Whenever a creature within 30 feet of the virtue
that it can see misses with an attack roll or fails a saving throw, if
it can see the virtue, it takes 9 (2d8) fire damage.

32
T
DOMINIONS he strongest of the
lesser angels, Dominions
act as the voice of seraphs
in their respective celestial
courts, communicating
their masters’ desires to
other angels. During interactions with
mortals, dominions serve as the seraph’s
official ambassadors and speak with the
seraph’s authority. Dominions also govern
the lesser angels, command powers,
and make sure that heavenly courts run
smoothly and effectively.

CADUCEATOR
Large Celestial (Dominion), Typically Lawful Good
Herald’s Horn (Recharge 5-6). The caduceator blows its horn,
releasing a thunderous blast audible within 100 miles. Each
non-Celestial creature within 60 feet of the caduceator that can

Armor Class 18 (natural armor) hear the horn must make a DC 16 Constitution saving throw. On
Hit Points 136 (16d8 + 64) a failed save, a creature takes 17 (5d6) radiant plus 17 (5d6)
Speed 40 ft., fly 90 ft. thunder damage and is stunned until the end of the caduceator’s
next turn. A creature stunned this way is deafened. On a

STR DEX CON INT WIS CHA successful one a creature takes half as much damage and suffers
19 (+4) 10 (+0) 18 (+4) 13 (+1) 14 (+2) 12 (+1) no other effects.

Saving Throws Dex +8, Wis +9, Cha +9 Additionally, the caduceator can choose any number of
Skills Perception +9, Performance +9, Persuasion +9, Religion +8 nonmagical objects in the effect’s area that aren’t being worn or
Damage Resistances lightning, thunder; bludgeoning, piercing, carried. The chosen objects also take the damage.
and slashing damage from nonmagical attacks
Damage Immunities poison, radiant Spellcasting. The caduceator casts one of the following spells,
Condition Immunities petrified, poisoned requiring no material components and using Wisdom as the
Senses darkvision 60 ft., passive Perception 13 spellcasting ability (spell save DC 17):
Languages all, telepathy 120 ft. At will: detect evil and good, dispel evil and good, thaumaturgy
Challenge 13 (10,000 XP) Proficiency Bonus +5 1/day each: command (9th-level version), planeshift (self only),
— teleport (self only)
Divine Weapons. The caduceator’s weapon attacks are magical.
When the caduceator hits with any weapon, the weapon deals an
extra 4d6 radiant damage (included in the attack).
LEGENDARY ACTIONS
The caduceator can take 3 legendary actions, choosing from the
Heavenly Voice. The caduceator’s voice can be heard from up to options below. Only one legendary action can be used at a time
2 miles away. and only at the end of another creature’s turn. The caduceator
Magic Resistance. The caduceator has advantage on saving regains spent legendary actions at the start of its turn.
throws against spells and other magical effects. Expel. Each creature of the caduceator’s choice within 10 feet of
it must make a DC 17 Constitution saving throw. On a failure, a
ACTIONS creature takes 7 (2d6) thunder damage and is pushed 10 feet
Multiattack. The caduceator uses Frightful Presence. Then it in a straight line away from the caduceator. On a success, a
makes two Staff attacks. creature takes half as much damage and is not pushed.

Staff. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: Move. The caduceator moves up to half of its speed without
12 (2d6 + 5) bludgeoning damage plus 14 (4d6) radiant damage. provoking opportunity attacks.
Frightful Presence. Each creature of the caduceator’s choice Staff (Costs 2 Actions). The caduceator makes a Staff attack.
that is within 120 feet of the caduceator and aware of it must Divine Alacrity (3 Actions). The caduceator magically
succeed on a DC 16 Wisdom saving throw or become frightened escapes from being grappled or restrained and stands if it’s
for 1 minute. A creature can repeat the saving throw at the end prone. It can then move up to its speed without provoking
of each of its turns, ending the effect on itself on a success. If a opportunity attacks.
creature’s saving throw is successful or the effect ends for it, the
creature is immune to the caduceator’s Frightful Presence for
the next 24 hours.

33
33
CADUCEATOR
“If they think their stone walls will protect
them from the wrath of the heaven’s, these
mortals are mistaken.”
— Seraph Augustus, before sending his
caduceators to destroy Galendar
Caduceators are the voice of gods. These towering
celestials loom over mortals and angels alike.
But it is not only their height that intimidates.
Caduceators exude a magical aura that causes
lesser beings to freeze in awe. Each caduceator
carries a divine staff and heavenly trumpet, which
are the symbols of their authority as the voice of
the heavens. A single blow on their enchanted
trumpet can shatter stone, bones, and will with
ease. However, caduceators take no delight in
destruction; they often weep as they wield their
divine magics against mortals.
Herald of Hosts. Seraphs send caduceators to
destroy enemy fortifications before unleashing
legions of angels. The glorious and terrifying
Humility. Caduceators are often sent to remind
sound of a caduceator’s trumpet signals destruction
cities and civilizations about a god’s power. When
and devastation. During battle, caduceators inspire
a mortal civilization grows too powerful and
the heavenly hosts and call out orders with their
gives up the use of divine magic, a caduceator is
booming voices.
sent to bring them low. Cities that have turned to
demonic worship or become dens of villainy will
also be destroyed by a caduceator’s mighty horns.

ENCOUNTER HOOKS
D4 Appearance
1 The party is hired to defend a city from a caduceator.
2 The party learns of a plot to summon and enslave a
caduceator to destroy a royal palace.
3 As a warning, a caduceator visits the players’ base or
home and threatens them.
4 In an ancient shrine, a character sees a vision of a
caduceator destroying an ancient civilization.

TACTICS
Teleport In. The caduceator will teleport into a
city, use its Herald’s Horn to show destruction, and
then planeshift away when it is threatened.
Confidence. The caduceator underestimates
mortals and will not think they are a threat unless
they show magic of the 5th level or higher.

34
DOMINION ENCOUNTER HOOKS
OF THOUGHTS
OF THOUGHTS D4
1
Appearance
A dominion of thought has stolen a character’s
Give to me sorrows, your anguish, and your memory and the party must defeat them to regain their
companion’s memory.
pain. Do not weep, these memories only 2 A dominion of thoughts uses its memory manipulation to
hold you back. control an order of zealous priests.
Dominions of thought are the guardians of truth 3 A character wants to forget a terrible experience and
must seek out a dominion of thought to erase their
and order in celestial courts. They crave peace memory.
and serenity and use powerful enchantment 4 The players meet a man who is incredibly, eerily happy.
magic to achieve order and harmony. Dominions They can uncover that a dominion of thought has stolen
of thought can sense your surface thoughts most of his memories.
and will try to delve deeper in your memories
without permission. They despise secrets and TACTICS
believe in absolute and total honesty. It can be
Truthseekers. The dominion will attack any
refreshing to know exactly what a creature is
creature that lies to it.
thinking, but dominions often have dim views of
“chaotic mortals.” Enpower. The dominion will use its Song of
Inspiration to empower its minions; usually legion
Imperfect Mediators. Dominions of thought use
angels or secutors. They prefer to remain on the
their enchantment magic to remove painful or
fringes of combat and let lesser creatures take the
subversive memories from both celestials and
brunt of an attack.
mortals alike. Seraphs originally created these
angels to serve as mediators and to help celestials
who had been exposed to terrible mind warping
magic. Many seraphs do not allow dominions
of thought in their courts because they view
these angels’ magic as unethical. But more
zealous seraphs see dominions as an easy way to
maintain control over their heavenly hosts and
mortal champions.
Alien Minds. Dominions of thought have a clarity
of purpose. They are creatures of order, and
believe that disorder must be cured. Mortal minds
are fascinating to dominions of thought; they see
them as broken, imperfect things, and will try
to “fix” them. Unfortunately, this often means
altering a person’s memories to make them feel
more peaceful and content, often robbing them
of their personality and reducing them to nothing
more than blissfully ignorant drones.

35
DOMINION OF THOUGHTS
Medium Celestial, Typically Lawful Good


Armor Class 18
Hit Points 119 (14d8 + 56)
Speed 30 ft., fly 90 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 18 (+4) 17 (+3) 20 (+5) 20 (+5)

Saving Throws Int +7, Wis +9
Skills Insight +13, Perception +9, Persuasion +9, Religion +7
Damage Resistances radiant; bludgeoning, piercing, and
slashing from nonmagical attacks
Condition Immunities charmed, frightened
Senses truesight 60 ft., passive Perception 19
Languages all, telepathy 60 ft.
Challenge 9 (5,000 XP) Proficiency Bonus +5

Angelic Weapons. The angel’s weapon attacks are magical.
Whenever the angel hits a creature with any weapon attack,
the attack deals an additional 3d8 radiant damage (included in
the attack).
Cardinal Empath. The angel is permanently under the effects of
the detect thoughts spell (DC 16).
Magic Resistance. The angel has advantage on saving throws
against spells and other magical effects.

ACTIONS
Multiattack. The angel makes three Quarterstaff or Guiding
Bolt attacks.
Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2)
bludgeoning damage if wielded with two hands, plus 13 (3d8)
radiant damage.
Guiding Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one
target. Hit: 14 (4d6) radiant damage and the next attack roll
made against the target before the end of the angel’s next turn
has advantage.
Captivating Melody (1/Day). As an action, the angel begins to
sing a haunting hymn. Each Humanoid that can hear the angel
within 60 feet must make a DC 16 Wisdom saving throw or
become charmed by the angel for 1 minute. While charmed by
this spell, the creature is incapacitated and has a speed of 0, as
it’s transfixed by the song
The effect ends early if the creature takes any damage or can no
longer hear the angel, if someone else uses an action to shake
the creature out of the stupor, or the angel loses concentration
(as if concentrating on a spell).

Soothing Touch (3/Day). The angel touches another creature.


The creature magically regains 18 (3d8 + 5) hit points and is
freed from any curse or any effect reducing its ability scores or
hit point maximum.
At will: detect evil and good, message

BONUS ACTIONS
Song of Inspiration (5/Day). The angel sings an uplifting
melody to a willing creature that can hear it within 60 feet of it.
That creature gains an inspiration die, a d8, which lasts for 10
minutes. The creature can roll the die and add the number rolled
to one ability check, attack roll, or saving throw it makes. The
creature can wait until after it rolls the d20 before deciding to
use the Inspiration die. Once the Inspiration die is rolled, it is
lost. A creature can have only one Inspiration die at a time.

36
THRONES
“A hundred eyes stared into my depths
of soul, judging if I was worthy to live.
I fell to my knees and prayed to any god
who would listen... and the Ophanim
passed me by.”

T
— Battle of Heaven’s Fall,
survivor’s account
hrones are powerful angels
that resemble a series of concentric
spinning wheels. Their forms are
both beautiful and terrible, driving
those who look upon them blind,
insane, or both.
Angels of this choir often serve as the eyes and
bodyguards of cherubim or seraph. Each throne
is bound to another, greater angel, and often
serve as their master’s personal representatives
when overseeing lesser angels. When a seraph
or cherubim wants reliable information about
INCENDIS
Incendis are thrones made of concentric golden
the mortal realm, they will send their thrones to rings, ablaze with holy fire. In their center is a
investigate and report back to them. Thrones who tongue of white flame, so bright that looking
have lost connection to their master can go mad, upon it could render you blind you. Incendies are
attempting to fulfill their final orders over and typically bodyguards, and protect the homes and
over, for all eternity. treasures of their masters. When a seraph rides
Loyalty Above All. Thrones are incredibly loyal to into battle, their incendis fight alongside them,
their angelic masters, and the betrayal of a throne charging through enemy lines and unleashing
is a rare and terrible tragedy. However, thrones blasts of holy fire.
can and generally will act of their own accord,
doing anything they believe to be in their master’s
best interest, so long as it does not disobey a
OPHANIM
Ophanim are thrones made of concentric
direct order. Thrones will often compete amongst platinum rings, covered with eyes. At the center
themselves for their master’s favor, usually of their geometric forms is a small, shadowy
through gifts such as magic items, important humanoid figure. Ophanim usually serve as the
information, and even mortal champions. That eyes of their master, overseeing lesser angels
was how I met the Seraph Aurelia, but that, dear and traveling to the mortal realm to report on
reader, is a story for another time. humanoids that have caught their master’s interest.
Creation. Thrones are forged by seraphs using In battle, ophanim use their psionic powers and
pure metal and liquid starlight. Delicate runes monstrous appearance to force their enemies to
and hieroglyphics are carved into the metal rings. break ranks.
Orphaim are animated using a piece of dead angel’s
soul, while Incendis are given life by placing a
piece of living fire, such as from a phoenix or fire
elemental in the center of the rings. While I’ve
never met a Throne created by mortals, if one
had the proper materials and arcane knowledge, I
believe it would be possible, theoretically at least.
37
ENCOUNTER HOOKS INCENDIS
D4 Appearance Large Celestial, Typically Lawful Good
1 An incendis guards the grave of its angelic master and —
protects their tomb from looters. Armor Class 17 (15 while Huge)
Hit Points 82 (11d10+22)
2 An ophanim has been sent to find worthy champions Speed 0 ft., fly 50 ft. (hover)
for its master and challenges the characters to test
their strength.

STR DEX CON INT WIS CHA
2 (−4) 14 (+2) 14 (+2) 15 (+2) 17 (+3) 20 (+5)
3 An incendis was banished by its master and seeks
powerful magical artifacts to regain favor. The incendis —
Skills Intimidation +11, Perception +6
recruits the players to find such an artifact. Damage Immunities fire, radiant
4 An ophanim has gone insane after the death of its master Condition Immunities blinded, petrified
and is searching for a way to resurrect them. Senses truesight 30 ft., passive Perception 16
Languages all, telepathy 180 ft.

TACTICS Challenge 6 (2,300 XP) Proficiency Bonus +3



Burning Rings. The incendis’s body is made of swirling golden
rings, wreathed in fire. Whenever a creature enters a space
Enlarge. Thrones will use their Expanding Rings within 5 feet of the incendis for the first time on a turn or starts
action only if they are desperate or they think its turn there, the creature takes 3 (1d6) fire damage plus 3
they can end a fight against weaker opponents (1d6) radiant damage.

quickly. Thrones are haughty and often Heavenly Shroud. The AC of the incendis includes its
Charisma modifier.
underestimate humanoids.
ACTIONS
Front and Center. Thrones position themselves so Multiattack. The incendis makes two Radiant Blast attacks, and
they are in view of as many creatures as possible, can use Heaven’s Charge.
but above the ground so they are not vulnerable to Radiant Blast. Melee or Ranged Weapon Attack: +8 to hit,
melee attacks. reach 5 ft. or range 60/120 ft., one target. Hit: 7 (2d6) fire plus 7
(2d6) radiant damage. On a critical hit, the target is blinded until
the end of its next turn.
Heaven’s Charge . If the incendis has not moved yet this turn,
it moves up to its speed in a straight line. While doing so, it can
enter the space of creatures its size or smaller. Whenever the
incendis enters a creature’s space, the creature must make a DC
16 Strength or Dexterity saving throw (its choice). On a failure,
the creature takes 7 (2d6) fire damage plus 7 (2d6) radiant
damage. On a successful Strength save, the creature takes half
damage and the throne stops moving. On a successful Dexterity
save the creature can choose to enter a space of its choice
within 5 feet of the incendis. A creature that chooses not to
suffers the consequences of a failed saving throw.
Expanding Rings (1/Day). The incendis’s body expands as its
golden rings spread further from its center. Its size increases
to Huge, then each creature within 10 feet of it must make a
DC 16 Constitution saving throw. A creature takes 14 (4d6) fire
damage plus 14 (4d6) radiant damage on a failed save, or half as
much on a successful one. Regardless, each affected creature is
pushed 5 feet away from the incendis.
Until the transformation ends, the incendis suffers a -2
penalty to AC.
The transformation lasts for one minute, or until the incendis
uses an action on a subsequent turn to end its effects early.
Divine Messenger (1/Day). The incendis is typically bound to
another, more powerful celestial. If the incendis is bound, it can
use its action to communicate telepathically with the creature
as if casting the sending spell. The incendis can only have one
celestial bound this way.

38
OPHANIM
Large Celestial, Typically Lawful Good
ACTIONS
Multiattack. The ophanim makes two Psionic Blast, or three
if it’s under the effects of its Expanding Rings trait, and it uses

Armor Class 18 (16 while Huge) Psionic Whirlwind.
Hit Points 110 (17d10 + 17) Psionic Blast. Melee or Ranged Weapon Attack: +8 to hit,
Speed 0 ft., fly 50 ft. (hover) reach 5 ft. or range 60/120 ft., one target. Hit: 10 (2d6) psychic

STR DEX CON INT WIS CHA damage plus 10 (2d6) radiant damage. If the target is frightened
2 (−4) 16 (+3) 13 (+1) 16 (+3) 20 (+5) 17 (+3) of the ophanim, it has advantage on this attack roll.
— Psionic Whirlwind. If the ophanim has not moved yet this turn,
Saving Throws Con +4
its rings begin spinning rapidly, unleashing a wave of psychic
Skills Insight +11, Intimidation +9, Perception +11
malaise in a 120-foot-radius around it. Each hostile creature
Damage Immunities psychic, radiant
caught in the area that can see the ophanim must make a
Condition Immunities charmed, frightened, petrified
Wisdom saving throw. On a failure, the target’s speed is halved
Senses truesight 120 ft., passive Perception 21
and whenever it makes an attack roll, it must roll a d6 and
Languages all, telepathy 180 ft.
subtract the number rolled from its attack roll. These effects last
Challenge 8 (3,900 XP) Proficiency Bonus +3
until the start of the ophanim’s next turn
— Once this ophanim has used this trait, its speed becomes 0 until
Heavenly Vision. The ophanim can’t be surprised, provided it
the end of the current turn.
isn’t blinded or incapacitated.
Expanding Rings (1/Day). The ophanim’s body expands as its
Rings of Eyes. The ophanim’s body is made of swirling platinum
platinum rings spread further from its center. Its size increases
rings covered with glowing eyes. Provided that the ophanim
to Huge, then each creature within 10 feet of it must make a DC
isn’t blinded or incapacitated, whenever a non-celestial creature
16 Constitution saving throw. A creature takes 14 (4d6) psychic
starts its turn within 60 feet of the ophanim and can see the
damage plus 14 (4d6) radiant damage on a failed save, or half as
ophanim, the ophanim can magically force it to make a DC 16
much on a successful one. Regardless, each affected creature is
Wisdom saving throw.
pushed 5 feet away from the ophanim.
On a failed save, the creature takes 7 (2d6) psychic damage plus
Until the transformation ends, the ophanim suffers a -2
7 (2d6) radiant damage and is frightened of the ophanim until
penalty to AC.
the beginning of its next turn.
The transformation lasts for one minute, or until the ophanim
Unless surprised, a creature can avert its eyes to avoid the saving
uses an action on a subsequent turn to end its effects early.
throw at the start of its turn. If the creature does so, it can’t see
the ophanim until the start of its next turn, when it can avert its Divine Messenger (1/Day). The ophanim is typically bound to
eyes again. If the creature looks at the ophanim in the meantime, another, more powerful celestial. If the ophanim is bound, it can
it must immediately make the save. use its action to communicate telepathically with the creature
as if casting the sending spell. The ophanim can only have one
celestial bound this way.

39
CHERUBIM
When you’ve got four angelic souls in a single
body, things can get...interesting.
Directly beneath the seraphim are the mighty, four
winged cherubim. Cherubim serve as the right
hands of the seraphim, acting as generals in war and
leaders in the celestial court. However, cherubim
are inherently unstable creatures. Each cherubim is
made of four distinct angelic souls: a soul of battle, a
soul of protection, a soul of vengeance, and a soul of
knowledge. All four souls share the same memories,
but only one of the cherubim’s faces can control its
body at any given point. When the cherubim shifts
CHERUBIM OF BATTLE
Cherubim of battle are headstrong, willful angels
its face, its entire body transforms and appears like
who delight in leading armies and fighting unholy
an entirely different celestial creature. The four
forces. They rush into conflict without thinking
personalities constantly battle inside the cherubim
and often get the cherubim into trouble with their
for control of their shared body and each have
seraphim masters for their reckless behavior.
different goals, dreams, and desires.
Cherubim of battle do not often control their
angelic bodies for long, since they rush into battle
and are knocked unconscious.

CHERUBIM (BATTLE)
Large Celestial, Typically Chaotic Good
being blinded, charmed, deafened, frightened, stunned, and
knocked unconscious.

ACTIONS

Armor Class 20 (natural armor) Multiattack. The cherubim uses Frightful Presence, and it makes
Hit Points 137 (11d10 + 77) three Greatsword or Starlight Javelin attacks.
Speed 40 ft., fly 120 ft. (hover) Greatsword. Melee Weapon Attack: +17 to hit, reach 10 ft.,

STR DEX CON INT WIS CHA one target. Hit: 24 (4d6 + 10) slashing damage plus 18 (4d8)
30 (+10) 21 (+5) 24 (+7) 26 (+8) 18 (+4) 28 (+9) radiant damage.

— Starlight Javelin. Melee or Ranged Weapon Attack: +17 to hit,


Saving Throws Str +17, Con +14, Wis +11, Cha +16 reach 10 ft. or range 120/240 ft., one target. Hit: 17 (2d6 + 10)
Skills Athletics +17, Intimidation +16, Perception +11, piercing damage plus 18 (4d8) radiant damage.
Persuasion +16
Damage Resistances necrotic Frightful Presence. Each creature of the cherubim’s choice
Damage Immunities poison, radiant; bludgeoning, piercing, and that is within 120 feet of the cherubim and aware of it must
slashing damage from nonmagical attacks succeed on a DC 22 Wisdom saving throw or become frightened
Condition Immunities charmed, exhausted, frightened, poisoned for 1 minute. A creature can repeat the saving throw at the end
Senses truesight 120 ft., passive Perception 21 of each of its turns, ending the effect on itself on a success. If a
Languages any, telepathy 120 ft. creature’s saving throw is successful or the effect ends for it, the
Challenge 23 (50,000 XP) Proficiency Bonus +7 creature is immune to the cherubim’s Frightful Presence for the
next 24 hours.

Angelic Weapons. The cherubim’s weapon attacks are magical.
When the cherubim hits with any weapon, the weapon deals an LEGENDARY ACTIONS
extra 4d8 radiant damage (included in the attack). The cherubim can take 2 legendary actions, choosing from the
options below. Only one legendary action can be used at a time
Divine Awareness. The cherubim knows if it hears a lie.
and only at the end of another creature’s turn. The cherubim
Four Minds. When the cherumbim drops to 0 hit points, it is regains spent legendary actions at the start of its turn.
consumed in a pillar of light and its current face is shattered
Javelin. The cherubim makes a Starlight Javelin attack.
until the cherumbim next finishes a long rest. Another face of
Move. The cherubim moves up to its speed without provoking
the cherumbim that hasn’t been shattered instantly appears in
opportunity attacks.
its space. The new face uses the previous face’s initiative count.
Storm of Swords (Costs 2 Actions). The cherubim makes a
If the cherumbim has no faces remaining that haven’t been
Greatsword attack against each creature in its reach. On a hit,
shattered, it dies.
the target must make a DC 22 Constitution saving throw or
Legendary Resistance (1/Day). When the cherubim fails a become blinded for 1 minute. A creature can repeat the saving
saving throw, it can choose to succeed instead. throw at the end of each of its turns, ending the effect on itself
Multiple Heads. While it has at least two faces that haven’t been on a success.
shattered, the cherubim has advantage on saving throws against

40
CHERUBIM OF SALVATION
When a cherubim’s soul of salvation
takes over its body, the angel becomes
a cautious, loyal creature. Cherubim
of Salvation seek to defend what the
angel already has, rather than rush
into combat to gain more, like a
cherubim of battle. These cherubim
are healers and work tirelessly to keep
their allies alive.

CHERUBIM (SALVATION)
Large Celestial, Typically Neutral Good
Multiple Heads. While it has at least two faces that haven’t been
shattered, the cherubim has advantage on saving throws against
being blinded, charmed, deafened, frightened, stunned, and
knocked unconscious.

Armor Class 22 (natural armor, shield)
Hit Points 170 (11d10 + 110) ACTIONS
Speed 30 ft., fly 100 ft. (hover) Multiattack. The cherubim uses Inspiring Call, and it makes two
— Mace attacks and a Shield Bash attack.
STR DEX CON INT WIS CHA
26 (+8) 18 (+4) 30 (+10) 21 (+5) 22 (+6) 28 (+9) Mace. Melee Weapon Attack: +15 to hit, reach 10 ft., one
target. Hit: 17 (2d8 + 8) bludgeoning damage plus 9 (2d8)

Saving Throws Con +17, Int +12, Wis +13, Cha +16 radiant damage.
Skills Intimidation +16, Medicine +13, Perception +13, Shield Bash. Melee Weapon Attack: +15 to hit, reach 5 ft., one
Persuasion +16 target. Hit: 13 (2d4 + 8) bludgeoning damage plus 9 (2d8)
Damage Resistances thunder, force radiant damage. If the target is a Large or smaller creature, it’s
Damage Immunities poison, radiant; bludgeoning, piercing, and knocked prone.
slashing damage from nonmagical attacks
Condition Immunities charmed, exhausted, frightened, Inspiring Call. Each other creature of the cherubim’s choice
poisoned within 120 feet of it that can hear it gain 9 (2d8) temporary hit
Senses truesight 120 ft., passive Perception 23 points. Whenever a creature with these temporary hit points
Languages any, telepathy 120 ft. makes an attack roll or a saving throw, they can roll a d4 and add
Challenge 23 (50,000 XP) Proficiency Bonus +7 the number rolled to the attack roll or saving throw.

Divine Awareness. The cherubim knows if it hears a lie.
Four Minds. When the cherumbim drops to 0 hit points, it is LEGENDARY ACTIONS
consumed in a pillar of light and its current face is shattered The cherubim can take 2 legendary actions, choosing from the
until the cherumbim next finishes a long rest. Another face of options below. Only one legendary action can be used at a time
the cherumbim that hasn’t been shattered instantly appears in and only at the end of another creature’s turn. The cherubim
its space. The new face uses the previous face’s initiative count. regains spent legendary actions at the start of its turn.
If the cherumbim has no faces remaining that haven’t been
shattered, it dies. Angelic Ward. The cherubim casts the guardian of faith spell,
using Charisma as the spellcasting ability (spell save DC
Healing Weapons. The cherubim’s weapon attacks are magical. 26). When it casts guardian of faith in this way, the guardian
When the cherubim hits with any weapon, the weapon deals an doesn’t vanish when it has dealt a total of 60 damage and
extra 2d8 radiant damage (included in the attack). The cherubim instead vanishes after 1 minute or when the cherubim uses
can then choose a creature that it can see within 60 feet of it. this legendary action again.
That creature regains hit points equal to the radiant damage dealt. Bash. The cherubim makes a Shield Bash attack.
Legendary Resistance (1/Day). When the cherubim fails a Move. The cherubim moves up to its speed without provoking
saving throw, it can choose to succeed instead. opportunity attacks.
Magic Resistance. The cherubim has advantage on saving
throws against spells and other magical effects.

41
CHERUBIM OF THE HUNT
If a cherubim’s soul of vengeance takes over, the
angel transforms into a primal hunter. These
cherubim will leave the celestial realm and seek
out targets across every plane in their quests for
vengeance. They are the creators of the venators.

CHERUBIM (HUNT)
Large Celestial, Typically Neutral Good
Multiple Heads. While it has at least two faces that haven’t been
shattered, the cherubim has advantage on saving throws against
being blinded, charmed, deafened, frightened, stunned, and
knocked unconscious.

Armor Class 22 (natural armor, shield)
Hit Points 170 (11d10 + 110) ACTIONS
Speed 30 ft., fly 100 ft. (hover) Multiattack. The cherubim uses Inspiring Call, and it makes two
— Mace attacks and a Shield Bash attack.
STR DEX CON INT WIS CHA
26 (+8) 18 (+4) 30 (+10) 21 (+5) 22 (+6) 28 (+9) Mace. Melee Weapon Attack: +15 to hit, reach 10 ft., one
target. Hit: 17 (2d8 + 8) bludgeoning damage plus 9 (2d8)

Saving Throws Con +17, Int +12, Wis +13, Cha +16 radiant damage.
Skills Intimidation +16, Medicine +13, Perception +13, Shield Bash. Melee Weapon Attack: +15 to hit, reach 5 ft., one
Persuasion +16 target. Hit: 13 (2d4 + 8) bludgeoning damage plus 9 (2d8)
Damage Resistances thunder, force radiant damage. If the target is a Large or smaller creature, it’s
Damage Immunities poison, radiant; bludgeoning, piercing, and knocked prone.
slashing damage from nonmagical attacks
Condition Immunities charmed, exhausted, frightened, Inspiring Call. Each other creature of the cherubim’s choice
poisoned within 120 feet of it that can hear it gain 9 (2d8) temporary hit
Senses truesight 120 ft., passive Perception 23 points. Whenever a creature with these temporary hit points
Languages any, telepathy 120 ft. makes an attack roll or a saving throw, they can roll a d4 and add
Challenge 23 (50,000 XP) Proficiency Bonus +7 the number rolled to the attack roll or saving throw.

Divine Awareness. The cherubim knows if it hears a lie.
Four Minds. When the cherumbim drops to 0 hit points, it is LEGENDARY ACTIONS
consumed in a pillar of light and its current face is shattered The cherubim can take 2 legendary actions, choosing from the
until the cherumbim next finishes a long rest. Another face of options below. Only one legendary action can be used at a time
the cherumbim that hasn’t been shattered instantly appears in and only at the end of another creature’s turn. The cherubim
its space. The new face uses the previous face’s initiative count. regains spent legendary actions at the start of its turn.
If the cherumbim has no faces remaining that haven’t been
shattered, it dies. Angelic Ward. The cherubim casts the guardian of faith spell,
using Charisma as the spellcasting ability (spell save DC
Healing Weapons. The cherubim’s weapon attacks are magical. 26). When it casts guardian of faith in this way, the guardian
When the cherubim hits with any weapon, the weapon deals an doesn’t vanish when it has dealt a total of 60 damage and
extra 2d8 radiant damage (included in the attack). The cherubim instead vanishes after 1 minute or when the cherubim uses
can then choose a creature that it can see within 60 feet of it. this legendary action again.
That creature regains hit points equal to the radiant damage dealt. Bash. The cherubim makes a Shield Bash attack.
Legendary Resistance (1/Day). When the cherubim fails a Move. The cherubim moves up to its speed without provoking
saving throw, it can choose to succeed instead. opportunity attacks.
Magic Resistance. The cherubim has advantage on saving
throws against spells and other magical effects.

42
CHERUBIM OF KNOWLEDGE
The most temperamental soul in a cherubim is
the soul of the sage. When a soul of the sage takes
over a cherubim’s body, the cherubim becomes a
creature of pure logic. These cherubim have deep
plans that can span centuries and they will often
relinquish control of their body to further their
own agendas.

CHERUBIM (KNOWLEDGE)
Large Celestial, Typically Lawful Good
Legendary Resistance (2/Day). When the cherubim fails a
saving throw, it can choose to succeed instead.

ACTIONS

Armor Class 16 (19 with mage armor) Multiattack. The cherubim makes a Staff attack or uses
Hit Points 104 (11d10 + 44) Spellcasting to cast an at will spell. It then uses Spellcasting.
Speed 40 ft., fly 120 ft. (hover) Staff. Melee Weapon Attack: +12 to hit, reach 10 ft., one

STR DEX CON INT WIS CHA target. Hit: 12 (2d6 + 5) bludgeoning damage plus 9 (2d8)
21 (+5) 22 (+6) 18 (+4) 30 (+10) 26 (+8) 28 (+9) radiant damage.

— Spellcasting. The cherubim casts one of the following spells as


Saving Throws Con +11, Int +17, Wis +15, Cha +16 a 16th level spellcaster, requiring no material components and
Skills Arcana + 17, Insight +15, Persuasion +16, Intimidation +16 using Intelligence as its spellcasting ability (+17 to hit with spell
Damage Immunities poison, radiant; bludgeoning, piercing, and attacks, spell save DC 27) requiring no material components:
slashing damage from nonmagical attacks
Condition Immunities charmed, exhausted, frightened, At will: detect evil and good, light, guidance, mage armor, sacred
poisoned flame, ray of frost
Senses truesight 120 ft., passive Perception 16 3/day each: bless, fireball, mirror image, moonbeam
Languages any, telepathy 120 ft. 2/day each: banishment, greater restoration, mass cure wounds,
Challenge 23 (50,000 XP) Proficiency Bonus +7 scrying (as an action)
1/day each: blade barrier, heal, sunburst, plane shift

Angelic Weapons. The cherubim’s weapon attacks are magical.
When the cherubim hits with any weapon, the weapon deals an REACTIONS
extra 2d8 radiant damage (included in the attack). Counterspell (3/Day). In response to a creature that it can see
Arcane Understanding. The cherubim can maintain within 60 feet of it casting a spell, the cherubim uses Spellcasting
concentration on two spells simultaneously. If the cherubim to cast counterspell.
is forced to make a Constitution saving throw to maintain its
concentration, it makes a separate Constitution saving throw for LEGENDARY ACTIONS
each spell that it’s concentrating on. The cherubim can take 2 legendary actions, choosing from the
Additionally, whenever a creature the cherubim can see casts a options below. Only one legendary action can be used at a time
spell, the cherubim knows the name, level, and effect of the spell and only at the end of another creature’s turn. The cherubim
as it’s cast. regains spent legendary actions at the start of its turn.
Cast an At Will Spell. The cherubim uses Spellcasting to cast an
Divine Awareness. The cherubim knows if it hears a lie. at will spell.
Four Minds. When the cherubim drops to 0 hit points, it is Move. The cherubim moves up to its speed without provoking
consumed in a pillar of light and its current face is shattered opportunity attacks.
until the cherubim next finishes a long rest. Another face of Syphon Magic. The cherubim points to a creature that it can see
the cherubim that hasn’t been shattered instantly appears within 60 feet of it. If that creature has cast a spell in the past
in its space. The new face uses the previous face’s initiative minute, it must succeed on a DC 19 Constitution saving throw
count. If the cherubim has no faces remaining that haven’t been or have its lowest level available spell slot forcibly expended.
shattered, it dies. The cherubim then gains temporary hit points equal to 5 + five
times the slot’s level.

43
S
SERAPHIM
Beautiful, deadly, terrifying. There is
dozens of seraphs to serve the mortal and celestial
realms more effectively. All other angels are
created by the seraphs, who worship their seraph
creator as a god.
nothing more to say. Paragons of Personality. Seraphs are unchanging.
eraphs are the greatest of
celestial creatures. These six-winged Their personalities are solidified the moment they
angels are the avatars of gods, rulers of are created. They often represent facets of their
the celestial realm, and commanders creator’s personalities. Seraphs created by gods of
of heavenly hosts. They serve as the justice are often stubborn and unyielding, while
generals in wars against archdevils seraphs created by gods of knowledge are often
and demon lords, bastions of knowledge from curious and hungry for knowledge. But regardless
throughout the ages, and a source of divine magic of their personality, the power of the seraph is
for clerics and paladins. Many mortals view the absolute, and their very presence inspires the
seraphs as gods themselves, building great temples righteous and strikes fear into the unworthy.
to curry their favor. Most seraphs see themselves Executors. Seraphs are created by gods for a
as above the concerns of petty mortals; their plans purpose. Sometimes, seraphs are created to
stretch for millennia and concern the balance of all lead great armies against other gods or fiends.
realms. Others are created to establish connections with
Gods Among Angels. Seraphs are fragments of the mortal realm, form religions, and guide
divinity given form. They can be created only civilizations. Some are created as guardians to
when a god gives up a piece of their divine being watch over relics of immense power or defend
and breathes life into it. Once that part of a god’s prisons built to hold gods. But seraphs are sentient
soul is separated, it can never be returned. If creatures; they are not bound to follow their
the seraph dies, that little piece of divinity dies creator’s orders. Many seraphs pursue their own
forever. Because of this, many gods do not create plans for the world, as long as they do not interfere
seraphs; it is too great a risk. However, some with their creator’s goals. Even if their creator is
gods have given up their entire souls to forge destroyed or imprisoned, a seraph lives on.

44
ENCOUNTER HOOKS TACTICS
D4 Appearance Heaven’s Legions. The seraph has no qualms
1 A seraph believes an archdevil is soon to manifest on a with using its Unleash the Heavens whenever
lonely mountaintop, and has descended with a host to face it’s attacked by multiple capable foes or one
it. It has been waiting for weeks, and is starting to scare particularly overwhelming threat.
the cattle.
2 Ages past, a seraph was sealed away before completing Starblade March. The seraph uses its sword
its calling. It has now awoken to find its charge of starlight to strategically disable its foes in
scattered across the world, and requires mortal aid in
whichever fashion would be most debilitating to
finding those it should serve.
3 A seraph has appeared deep inside a dwarven mine with
them. It uses arcane castigation on spellcasters,
no memory of their master or purpose. They seek aid of attempting to reduce their amount of spell
the faithful in returning their memories. slots to prevent them from casting problem
4 The seraph of a long dead god walks the world exacting spells like shield. It uses blinding brilliance on
justice for ancient wrongs. Its known to dwell deep in
the desert, but lately has been seen moving closer to
spellcasters who rely on line of sight and on
civilization. ranged-weapon-wielding characters. It uses the
force of the heavens on melee attackers to freely
disengage from them.
Thousand Cuts. The seraph will focus on piercing
a creature with as many Divine Spears as possible
before dealing the extra damage to them.

45
SERAPH
Large Celestial (Angel), Typically Lawful Good
Force of the Heavens. The target must succeed on a DC 23
Strength saving throw or be pushed up to 30 feet in a straight line
away from the seraph and knocked prone.

— Radiant Comet. Ranged Spell Attack: +18 to hit, range 240 ft.,
Armor Class 24 (natural armor) one target. Hit: 15 (1d10 + 10) radiant damage.
Hit Points 362 (25d10 + 225)
Speed 50 ft., fly 200 ft. Heavenly Sentencing. The seraph conjures the light of the
heavens at a point that it can see within 60 feet of it. Until the

STR DEX CON INT WIS CHA start of the seraph’s next turn, a 20-foot radius, 60-foot high
28 (+9) 24 (+7) 28 (+9) 26 (+8) 27 (+8) 30 (+10) pillar of light shoots into the air there.
— When the cylinder appears, each creature in it must make a DC
Saving Throws Int +16, Wis +16, Cha +18 23 Dexterity saving throw. On a successful save, the creature can
Skills History +16, Insight +16, Perception +16, Religion +16 choose to be pushed 5 feet back or to the side of the cylinder. A
Damage Immunities necrotic, poison, radiant; bludgeoning, creature that chooses not to be pushed suffers the consequences
piercing, and slashing from nonmagical attacks of a failed saving throw. On a failure, a creature takes 18 (4d8)
Condition Immunities charmed, exhaustion, frightened, radiant damage and is pushed into the nearest unoccupied space
paralyzed, poisoned at the top of the cylinder and is held aloft there until the effect
Senses truesight 120 ft., passive Perception 26 ends. While held aloft by the cylinder, a creature is restrained.
Languages all, telepathy 1 mile When the effect ends, the cylinder of light vanishes and any
Challenge 24 (62,000 XP) Proficiency Bonus +8 creature held aloft by it falls.
— Judgment Beam (Recharge 5-6). A beam of celestial force
Angelic Weapons. The seraph’s weapon attacks are magical.
When the seraph hits with any weapon, the weapon deals an forming a line 100 feet long and 10 feet wide blasts out from the
extra 6d8 radiant damage (included in the attack). angel in a direction it chooses. Each creature in the line must
make a DC 23 Dexterity saving throw, taking 28 (8d6) force
Divine Awareness. The seraph knows if it hears a lie. damage plus 28 (8d6) radiant damage on a failed save, or half as
Legendary Resistance (3/Day). If the seraph fails a saving much damage on a successful one. If the saving throw fails by 5
throw, it can choose to succeed instead. or more, the target is banished to a harmless demiplane. While
there, a target is incapacitated. A target remains there until the
Magic Resistance. The seraph has advantage on saving throws
start of the seraph’s next turn, at which point it reappears in
against spells and other magical effects..
the space it left or the nearest unoccupied space if that space
is occupied.
ACTIONS
Multiattack. The seraph uses one of the following options: Unleash the Heavens (1/Day). The seraph magically summons
2d6 legion angels, which appear in unoccupied spaces that it can
Deadly Ascension. The seraph uses Heavenly Sentencing then see within 30 feet of itself. The angels take their turn immediately
makes two Divine Spear attacks or one Sword of Starlight attack. after the seraph on the same initiative count and obeys the
Divine Assault. The seraph makes four Divine Spear attacks. seraph’s commands. The angels disappear after 1 hour, when the
seraph dies, or when it uses a bonus action to dismiss them.
Rain of Radiance. The seraph makes six Radiant Comet attacks.
Star’s Wrath. The seraph makes three Sword of Starlight attacks. REACTIONS
The seraph can then use Judgment Beam, if available. Avenging Spear. In response to a creature damaging the seraph,
the seraph makes a Divine Spear attack against the target. To do
Divine Spear. Melee or Ranged Spell Attack: +18 to hit, reach 10 so, the seraph must see the attacker.
ft. or range 90/320 ft., one target. Hit: 27 (6d8) radiant damage.
The target is then pierced by the spear of light, which remains for LEGENDARY ACTIONS
1 minute before fading out of existence. The seraph can take 3 legendary actions, choosing from the
The next time the target takes damage from a source other than options below. Only one legendary action can be used at a time
the seraph’s Divine Spear, it takes an extra 1d8 radiant damage for and only at the end of another creature’s turn. The seraph
every spear that pierces it, then all spears currently piercing the regains spent legendary actions at the start of its turn.
target disappear.
Divine Spear. The seraph makes a Divine Spear attack.
Sword of Starlight. Melee Weapon Attack: +17 to hit, reach 10 Teleport. The seraph magically teleports, alongside everything
ft., one target. Hit: 27 (4d8 + 9) force damage plus 27 (6d8) it’s wearing and carrying, to an unoccupied space that it can
radiant damage. If the target is a creature, the seraph affects it see within 30 feet of it.
with one of the following options: Meteor Shower (Costs 2 Actions). The seraph makes up to
six Radiant Comet attacks. Each attack made in this way must
Arcane Castigation. The target must succeed on a DC 23
target a different creature.
Charisma saving throw or its lowest level available spell slot is
Sword of Starlight (Costs 2 Actions). The seraph makes a
immediately expended with no effect.
Sword of Starlight attack.
Blinding Brilliance. The target must succeed on a DC 23
Constitution saving throw or become blinded until the end of its
next turn.

46
OTHER CREATURES
ANGELFISH energy that spears into the poor creature, allowing
the angelfish to reel in its prey. Griffons eagerly
hunt lone angelfish, but large swarms can pose a
An angelfish drifts substantial threat to overly courageous predators.

I
Lazily through the pink clouds — The angelfish will use their light lances to pull
The small girl smiles. the griffon into the center of the swarm, where
- “Journey through the Heavens: A it will be crushed under the weight of dozens of
thrashing angelfish.
Collection” author unknown
Floating Creatures. At first glance, it appears
n the celestial realm, fish the size that angelfish should not be able to fly. They are
of goats swim between clusters of fluffy wingless, unwieldy-looking, and especially heavy
white clouds. These beautiful creatures for their size. However, these creatures possess
have large, unicorn-like horns that a series of gas chambers throughout their bodies
spiral from their scaly heads and glow that they can fill with buoyant gas, allowing them
with magical light. During the day, their to easily regulate their altitude at will. This, in
glittering scales provide a natural defense: blinding combination with their large fins, lets them ride
griffons, giant eagles, and other predators. At air currents without expending much energy.
night, they hide among clouds. Giant schools of Valuable Scales. An angelfish’s scales are highly
these creatures can often be found near calderas, reflective and are coveted by dwarves and other
cascading waterfalls, and floating mountains Underdark-dwelling creatures. Their scales can be
during breeding season. used to create mirrors that transmit light across
Light Lance. Angelfish mostly eat vines, leaves, great distances through even the deepest gloom.
and flowers, but they are omnivorous creatures.
When smaller birds approach an angelfish, the
creature shoots out a lance of brilliant golden

47
ENCOUNTER HOOKS SWARM OF ANGELFISH
Huge Swarm of Medium Celestials, Unaligned
D4 Appearance
1 A swarm of angelfish has been eating all the crops in a

Armor Class 13
small mountain town and the party is hired to eliminate Hit Points 49 (9d12 - 9)
them. Speed 0 ft., fly 40 ft. (hover), swim 40 ft.
2 A dwarven noble hires the party to harvest angelfish —
STR DEX CON INT WIS CHA
scales for use in their new library. 4 (−3) 16 (+3) 8 (–1) 4 (–3) 16 (+3) 14 (+2)
3 Poachers are hunting a celestial’s herd of domesticated —
Damage Resistances bludgeoning, piercing, slashing
angelfish and the party is asked to help protect the fish. Condition Immunities charmed, exhaustion, grappled,
4 A lone angelfish has become separated from its swarm paralyzed, petrified, prone, restrained, stunned
after a terrible storm. Senses blindsight 60 ft., passive Perception 13
Languages —

TACTICS
Challenge 4 (1,100 XP) Proficiency Bonus +2

Amphibious. The swarm can breathe both air and water.
Cloud Cover. While hunting, an angelfish Evasion. If the swarm is subjected to an effect that allows it to
make a Dexterity saving throw to take only half damage, it instead
will conceal itself inside clouds, fog, or hide takes no damage if it succeeds and only half damage if it fails.
underwater. Then, when their target comes into Glittering Scales. As long as the swarm is in bright light, other
range, they will use their Light Lance to reel them creatures have disadvantage on attack rolls made against it. A
into the obscured terrain. creature immune to the blinded condition, or a creature that
can see without the use of its eyes (such as a creature with
Move as One. Angelfish are easily frightened and blindsight or tremorsense), is unaffected by this trait.
will follow fleeing allies, even if they are at an Swarm. The swarm can occupy another creature’s space and
vice versa, and the swarm can move through any opening large
advantage in a fight. enough for a Medium angelfish. The swarm can’t regain hit
points or gain temporary hit points.

ACTIONS
ANGELFISH Multiattack. The swarm makes two light lance attacks, then it
makes a slams attack against each creature in its space. If the
Medium Celestial, Unaligned
swarm has half of its hit points or fewer, it can make only one

Armor Class 13 light lance attack.
Hit Points 17 (5d8 - 5) Slams. Melee Weapon Attack: +5 to hit, reach 0 ft., one target.
Speed 0 ft., fly 40 ft. (hover), swim 40 ft. Hit: 10 (4d4) bludgeoning damage, or 5 (2d4) bludgeoning
— damage if the swarm has half of its hit points or fewer.
STR DEX CON INT WIS CHA
3 (−4) 16 (+3) 8 (–1) 4 (–3) 15 (+2) 12 (+1) Light Lance. Ranged Spell Attack: +5 to hit, range 20/60 ft., one
target. Hit: 10 (2d6 + 3) radiant damage. If it’s a creature, it

Senses blindsight 10 ft., passive Perception 12 must succeed on a DC 13 Strength saving throw or be pulled up
Languages — to 20 feet in a straight line towards the center of the swarm.
Challenge 1/2 (100 XP) Proficiency Bonus +2
Purifying Pulse (1/Day). All nonmagical food and drink within
— 10 feet of the swarm is purified and rendered free of poison
Amphibious. The angelfish can breathe both air and water.
and disease.
Evasion. If the angelfish is subjected to an effect that allows it to
make a Dexterity saving throw to take only half damage, it instead
takes no damage if it succeeds and only half damage if it fails.
Glittering Scales. As long as the angelfish is in bright light,
other creatures have disadvantage on attack rolls made against
it. A creature immune to the blinded condition, or a creature
that can see without the use of its eyes (such as a creature with
blindsight or tremorsense), is unaffected by this trait.

ACTIONS
Slam. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 1 bludgeoning damage.
Light Lance. Ranged Spell Attack: +4 to hit, range 20/60 ft.,
one target. Hit: 5 (1d6 + 2) radiant damage. If the target is a
creature, it must succeed on a DC 12 Strength saving throw or
be pulled up to 20 feet in a straight line toward the angelfish.
Purifying Pulse (1/Day). All nonmagical food and drink within
10 feet of the angelfish is purified and rendered free of poison
and disease.

48
A
CELESTIAL BEAST CELESTIAL RAT
TEMPLATE ngelic reflections of the
Tiny Celestial, Typically Good


Armor Class 10
Hit Points 1 (1d4 - 1)
Speed 20 ft.
beasts found in the material —
STR DEX CON INT WIS CHA
plane, celestial beasts are heavenly 2 (−4) 11 (+0) 9 (–1) 2 (–4) 10 (+0) 10 (+0)
creatures native to the upper —
Damage Resistances radiant
planes. To apply this template Senses darkvision 60 ft., passive Perception 10
onto an existing Beast creature, the Challenge 0 (10 XP) Proficiency Bonus +0
following characteristics change or are added to a —
Keen Smell. The rat has advantage on Wisdom (Perception)
creature that becomes an celestial beast. checks that rely on smell.

Alignment. The beast’s alignment typically Smite (1/Day). When the rat hits a creature with a weapon
attack, it can cause the target to take an extra 1 radiant damage
becomes Good. from the attack.
Ability Scores. The beast’s Charisma score is 10 ACTIONS
(+0), unless its original Charisma score is already Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit:
10 or higher. 1 (1) piercing damage.
Salvation (1/Day). The rat touches a creature within 5 feet of it,
Type. The beast’s type is Beast and Celestial. It can restoring 1 hit point to the target.
be affected by a game effect if that effect works on
either Beasts or Celestials.
Damage Resistances. The beast is resistant to CELESTIAL MAMMOTH
radiant damage. Huge Celestial, Typically Good

Senses. The beast has darkvision with a radius —


Armor Class 13 (natural armor)
of 60 feet.. Hit Points 126 (11d12 + 55)
Speed 40 ft.
Smite (1/Day). When the beast hits a creature with —
STR DEX CON INT WIS CHA
a weapon attack, it can cause the target to take 24 (+7) 9 (–1) 21 (+5) 3 (–4) 11 (+0) 10 (+0)
extra radiant damage from the attack. The damage —
Damage Resistances radiant
dealt is determined by taking the beast’s challenge Senses darkvision 60 ft., passive Perception 10
Challenge 6 (2,300 XP) Proficiency Bonus +3
rating and consulting the Celestial Beast table. If
the target is a Fiend or an Undead, the beast rolls —
Smite (1/Day). When the mammoth hits a creature with a
any dice rolled as a part of this damage twice, weapon attack, it can cause the target to take an extra 13 (3d8)
radiant damage from the attack. If the target is a Fiend or an
taking the higher of the two results. Undead, the mammoth rolls this damage twice, taking the higher
of the two results.
New Action: Salvation (1/Day). The beast touches
a creature within 5 feet of it, restoring hit points ACTIONS
to the target. The amount of hit points restored is Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 14 (4d8 + 7) piercing damage. If the mammoth moved at
determined by taking the beast’s challenge rating least 20 feet straight toward the target immediately before the
and consulting the Celestial Beast table. hit, the target must succeed on a DC 18 Strength saving throw or
Celestial Beast be knocked prone and the mammoth can immediately make one
Stomp attack against it as a bonus action.
Challenge Salvation Hit Points Smite Damage
Stomp. Melee Weapon Attack: +10 to hit, reach 10 ft., one
0 1 1 prone creature. Hit: 14 (4d10 + 7) bludgeoning damage.
⅛–¼ 3 (1d4 + 1) 2 (1d4) Salvation (1/Day). The mammoth touches a creature within 5
½–1 5 (1d8 + 1) 4 (1d8) feet of it, restoring 16 (3d8 + 3) hit points to the target.
2–4 11 (2d8 + 2) 9 (2d8)
5–8 16 (3d8 + 3) 13 (3d8)
9–12 22 (4d8 + 4) 18 (4d8)
13–16 27 (5d8 + 5) 22 (5d8)
17+ 33 (6d8 + 6) 27 (6d8)

49
CHALKYDRI

O
ENCOUNTER HOOKS
The Chalkydri drank of the sun D6 Appearance

And became filled with its fire 1 The party is hired to escort a privileged noble on a hunt
for a legendary chalkydri.
— The Dawnchant, Verse 34 2 As punishment, a powerful celestial has sent a chalkydri
nce, the chalkydri were to plague a nation. The party is hired to eliminate the
simple chimeras, monsters of creature, but has not been told why it is attacking.
magical science. But eons ago, 3 A powerful paladin has tamed a chalkydri as a mount.

they escaped their master and 4 The party discovers the charred bones of a chalkydri
high up in the mountains.
made their way into the celestial
5 From a rocky outcropping, the party watches a roc being
plane. There, they transformed eaten by a chalkydri.
into beings of radiant fire. Chalkydri are terrifying 6 A character is plagued by visions of a chalkydri
to behold. They have the heads of crocodiles, consuming the sun.
the scales of snakes, lion-like tails, and twelve
enormous wings. Despite their size, these creatures TACTICS
are incredibly agile. They enjoy hunting griffons,
pegasi, and any humanoids unfortunate enough to Devour. The chalkydri will focus its Claw and Bite
end up in their territory. attacks on a single target. Once it has eaten its
meal, the chalkydri will retreat.
False Draconic Origin. Because of their reptilian
heads and fiery breath, chalkydri are often Blind, then Burn. The chalkydri will use its wings
mistaken for dragons. However, the chalkydri unfurled legendary action to blind its prey
have no relation to dragons, true or otherwise, and immediately before using its breath weapon.
are instead the result of long-forgotten magical
experimentation, augmented by celestial magic.
Furthermore, a chalkydri’s flames are more than
just heat, they are pure radiant energy that burns
flesh and sears spirit. Some can go blind simply by
staring into their flames.
Fiery Soul. While it is generally agreed upon that
the chalkydri were chimeras that found their way
into the celestial realm, it is not understood how
they obtained their fiery souls. There are a few
legends that claim once there were two suns in
the sky and that the chalkydri drank the second
sun’s fire. But most celestial scholars hypothesize
that centuries of exposure to angelic magic have
mutated the chalkydri, while many theologians
of the celestial realm believe that a great seraph
blessed the chalkydri with their powers.
Titan’s Fall. While chalkydri might be nimble
in the air, their massive bodies are slow and
cumbersome on the ground. The best way to hunt
one of these creatures is to drag it down to the
ground and keep it there. But be warned, when
a chalkydri dies, its body explodes in a radiant
inferno that destroys everything around it.

50
CHALKYDRI
Huge Celestial, Typically Chaotic Good
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 19 (2d12 + 6) piercing damage and the creature must
succeed on a DC 18 Strength saving throw or be grappled and
restrained by the chalkydri (escape DC 18). While grappling

Armor Class 17 (natural armor) the creature, the chalkydri cannot use its bite attack against
Hit Points 171 (18d12 + 54) another target.
Speed 40 ft., fly 80 ft. Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.

STR DEX CON INT WIS CHA
Hit: 17 (2d10 + 6) slashing damage.
22 (+6) 15 (+2) 16 (+3) 7 (–2) 14 (+2) 17 (+3) Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target.
— Hit: 15 (2d8 + 6) bludgeoning damage. If the target is a creature,
Skills Athletics +10, Intimidation +11 it must succeed on a DC 18 Strength saving throw or be
Damage Immunities fire, radiant; bludgeoning, piercing, and knocked prone.
slashing from nonmagical attacks (see Curse of Heaven’s Fall)
Condition Immunities frightened Sun Breath (Recharge 6). The chalkydri exhales golden fire in
Senses darkvision 120 ft., passive Perception 12 a 30-foot cone. Each creature in that area must make a DC 15
Languages understands all, but cannot speak Dexterity saving throw. On a failure, a creature takes 17 (5d6)
Challenge 11 (7,200 XP) Proficiency Bonus +2 fire plus 17 (5d6) radiant damage and is blinded for 1 minute. On
a successful save, a creature takes half as much damage and is
— not blinded. A creature blinded in this way can repeat the saving
Angel’s Fall. While prone, other creatures score critical hits
against the chalkydri on roll of 19 or 20. throw at the end of each of its turns, ending the effect on itself
on a success.
Collapsing Sun. When the chalkydri dies, its body erupts into
an explosion of light that extends out from it in a 60-foot-radius. LEGENDARY ACTIONS
Each creature caught in the area must make DC 15 Constitution The chalkydri can take 3 legendary actions, choosing from the
saving throw, taking 36 (8d8) radiant damage on a failed save, options below. Only one legendary action option can be used at a
or half as much damage on a successful one. If the saving throw time and only at the end of another creature’s turn. The chalkydri
fails by 5 or more, the creature is blinded until it finishes a short regains spent legendary actions at the start of its turn.
or long rest.
Curse of Heaven’s Fall. While the chalkydri stands on solid Claw. The chalkydri makes a claw attack.
ground, it loses its immunity to bludgeoning, piercing, and Toss. The chalkydri makes a claw attack against a creature.
slashing damage from nonmagical attacks. Instead of dealing damage, if the creature is large or smaller, it
is thrown back 40 feet and knocked prone. If a thrown target
Immutable Form. The chalkydri is immune to any spell or effect strikes a solid surface, the target takes 3 (1d6) bludgeoning
that would alter its form. damage for every 10 feet it was thrown. If the target is thrown
Magic Resistance. The chalkydri has advantage on saving throws at another creature, that creature must succeed on a DC
against spells and other magical effects. 18 Dexterity saving throw or take the same damage and be
knocked prone.
ACTIONS Wings Unfurled (Costs 2 Actions). The chalkydri spreads
Multiattack. The chalkydri makes one bite attack, one tail attack, out all twelve of its golden wings. Each non-celestial creature
and two Ccaw attacks. within 60 feet of the chalkydri that can see it must succeed on
a DC 15 Constitution saving throw or become blinded until the
end of its next turn.

51
DREAM EATER

O
With wings of starlight,
The angels descend
And devour the dreams
Of lesser men.
— The Nightsong, Verse 65
ne of the most peculiar
celestials is the dark-winged
dream eater. These haunting,
emaciated creatures sport dark
claws, gangling limbs, and
sunken, black, voidlike eyes.
But despite their terrifying appearance, dream
eaters are usually benevolent creatures. They
have a symbiotic relationship with mortals. They
feed on humanoids’ nightmares and replace them
with pleasant dreams of the celestial realm. Most
dream eaters are embarrassed or even ashamed
by their horrific visages and go about their work
completely invisible. They can be found wandering
ENCOUNTER HOOKS
the dark corners of the celestial realm, searching D6 Appearance
the dreamworld for lost or trapped mortals, or 1 A dream eater has taken up residence in a noble’s mansion
moving unseen through mortal cities. and feeds from their child’s dreams. The noble believes
the house is haunted and hires the party to investigate.
Enemies of Unseelie and Undead. Dream eaters are
2 The party must summon a dream eater to save someone
the natural enemies of night hags, ghosts, and who has been cursed by a night hag.
other creatures that tamper with the minds of 3 A dream eater has been corrupted by an elder evil and
the mortal. While delving into a mortal’s mind, a now eats the good dreams of mortals and replaces them
dream eater can push out a creature haunting their with nightmares.
meal’s subconscious. Covens of hags often work 4 A dream eater begins following the party, eating the
nightmares of one of the characters.
together to hunt down and kill dream eaters.
5 A coven of hags trick the party into hunting down a
Flee not Fight. Dream eaters are passive creatures benevolent dream eater.
and prefer not to use their wicked claws. Before 6 A character discovers an ancient ritual to summon a
dream eater in the mortal realm.
attacking, they will look for any and all means to
escape violent confrontation. Dream eaters will
often ask adventurers to help them eliminate TACTICS
hags, ghosts, or other undead, rather than fight
Yawn, then Run. The dream eater will use its Yawn
themselves.
and then attempt to flee from most confrontations.
Self-Interested Servants. Dream eaters do not love,
Hide in Dreams. The dream eater will disappear
nor particularly even care for, mortals. Ignorance
into an unconscious character’s mind to avoid
makes many creatures think of dream eaters as
being targeted by spells and abilities.
evil, simply because of their aberrant appearance.
Occasionally, dream eaters will answer a mortal’s cry
for help if they are offered a particularly interesting
nightmare to consume. Some dream eaters will even
serve as guardians for individuals with persistent
night terrors, much like a guardian angel.

52
DREAM EATER
Large Celestial, Typically Lawful Neutral
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 15 (2d8 + 6) slashing damage.
Dreamwalk. The dream eater enters the dream of an
— unconscious creature within 5 feet of it. The dream eater
Armor Class 16 (natural armor) disappears into the dream and can change the target’s dream
Hit Points 136 (16d10 + 48) however it sees fit. The dream eater can use an action to exit the
Speed 40 ft., fly 40 ft. (hover) target’s dream, reappearing in an unoccupied space within 5 feet

STR DEX CON INT WIS CHA
of the target.
22 (+6) 10 (+0) 16 (+3) 18 (+4) 19 (+4) 20 (+5) The dream eater is forcefully ejected from the dream if the target
awakens, the dream eater is turned, or if the target is affected by

Saving Throws Int +8, Wis +8, Cha +9 the dispel evil and good spell or similar magic. When it’s ejected,
Skills Insight +8, Perception +8, Persuasion +9, Stealth +4 the dream eater reappears in a random unoccupied space within
Damage Resistances psychic; bludgeoning, piercing, and 5 feet of the target, taking 11 (2d10) force damage in the process.
slashing damage from nonmagical attacks Yawn (Recharge 5-6). The dream eater lets out a loud yawn.
Damage Immunities poison Each creature within 30 feet of the dream eater that can hear
Senses darkvision 60 ft., passive Perception 18 it must succeed on a DC 17 Wisdom saving throw or become
Languages Celestial, Common drowsy. A creature automatically succeeds on its saving throw
Challenge 11 (7,200 XP) Proficiency Bonus +4 if it’s immune to the unconscious condition or it can’t be put to
— sleep by magic.
Magic Resistance. The dream eater has advantage on saving A drowsy creature’s speed is halved, it can’t take reactions, and
throws against spells and other magical effects. regardless of its abilities or magic items, it can’t make more than
Magic Weapons. The dream eater’s weapon attacks are magical. one melee or ranged attack during its turn. A drowsy creature
repeats its saving throw at the end of its next turn. On a failure,
Regeneration. The dream eater regains 10 hit points at the start
it falls unconscious for 1 hour, until it takes damage, or until
of its turn if it has at least 1 hit point and there are at least one or
another creature uses its action to shake or slap it awake. On a
more unconscious creatures within 120 feet of it.
success, the effect ends for it.
ACTIONS Spellcasting. The dream eater casts one of the following spells,
Multiattack. The dream eater makes one Gore attack and two requiring no material components and using Charisma as the
Claw attacks. If both Claw attacks hit the same target, the target spellcasting ability (spell save DC 17):
takes an extra 15 (2d8 + 6) slashing damage. At will: dream, invisibility, magic circle
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1/day each: astral projection (self only), dispel evil and good
17 (2d10 + 6) piercing damage.

53
FACELESS ANGEL ENCOUNTER HOOKS

F
You can find celestial creatures almost D4 Appearance

everywhere, even in the gray mists that 1 Each night, residents of a small town are being killed by
a faceless angel. The party is hired to hunt down this
drift between worlds. Just don’t expect them strange killer.

all to be like your grandmother’s stories. 2 A faceless angel steals one of the character’s face and
soul and the rest of the party must travel into the gray
mists to retrieve them.
aceless angels are the emaciated 3 While hunting a faceless angel, the party is transported
corpses of angels who died in the gray to a land of gray mists and dark powers.

mists between worlds. These terrifying 4 A cult has summoned three faceless angels to assassinate
the leaders of a city, so they can use the chaos to gain
celestials display no emotions when control.
they wrap their long, bony fingers
around their victim’s necks and drag
innocent souls into the shadows. Faceless angels
TACTICS
have wings made of mist and wear gray wispy Ambushers. Faceless angels have few hit points and
robes that fade into shadow before they touch the prefer to use ambush tactics to hunt their prey.
ground. Their alien appearance is so disturbing They will hide behind otherwise impassable cover
that even the most valiant of mortals often quake using their Incorporeal Movement trait or attack
in fear when they encounter a faceless angel. from below the ground.
Kidnappers. Faceless angels travel to the mortal Ghostly Assistants. Faceless angels usually have
realm from the gray mists through portals in dark, specters or other lesser ghosts as minions. They
shadowy places. While here, faceless angels target will not hesitate to sacrifice their servants to give
sleeping humanoids, and with a single touch, drain them a chance to escape.
their victim’s life force and turn them into mindless Stay Close. Faceless angels do not travel far from
specters. Then they shepherd their victims back portals to the gray mists and will make sure they
through a portal, where their souls are trapped for can return before daybreak.
all eternity. Often, family members will wake up to
find their loved one’s face stolen and have no way
to resurrect them unless they travel into the gray
mists to hunt the angel that took it.
Malice Incarnate. Faceless angels are creatures of
deep despair. They hate all things good, and are
repulsed by warm, joyful things. Coffee, chocolate,
and sunlight all repel faceless angels. People who
live near portals to the gray mists often sprinkle
ground coffee along their doors and window sills
to prevent faceless angels from entering their
homes and killing their loved ones.

54
FACELESS ANGEL
FACELESS ANGEL
Large Aberration Celestial, Typically Neutral Evil


Armor Class 13 (natural armor)
Hit Points 126 (11d12 + 55)
Speed 40 ft.

STR DEX CON INT WIS CHA
7 (–2) 20 (+5) 8 (–1) 7 (–2) 18 (+4) 6 (+2)

Skills Stealth +8
Damage Vulnerabilities radiant
Damage Resistances cold, fire, necrotic
Damage Immunities poison; bludgeoning, piercing, and
slashing from nonmagical attacks that aren’t silvered
Condition Immunities blinded, exhaustion, frightened,
grappled, petrified, poisoned, restrained
Senses blindsight 120 ft., passive Perception 14
Languages understands all languages but cannot speak
Challenge 6 (2,300 XP) Proficiency Bonus +3

Faceless Angel Weaknesses. The angel has the following flaws:
Aversion to Coffee. The angel can’t willingly cross a line of
ground coffee.
Delicious Protection. Any creature that has consumed at least
1 ounce of chocolate in the last 24 hours is immune to the
angel’s Grip of the Grave and Eyeless Stare.
Sunlight Sensitivity. While in sunlight, the angel has
disadvantage on attack rolls.
Grip of the Grave. Whenever another creature starts its turn
within 30 feet of the angel, that creature must succeed on a DC
15 Wisdom saving throw or become frightened of the angel until
the end of the angel’s next turn. If a creature’s saving throw is
successful, the creature is immune to the angel’s Grip of the
Grave for the next hour.
Incorporeal Movement. The angel can move through other
creatures and objects as if they were difficult terrain. It takes 5
(1d10) force damage if it ends its turn inside an object.
Mist Camouflage. The angel has advantage on Dexterity
(Stealth) checks to hide in misty or foggy terrain.

ACTIONS
Multiattack. The angel makes two Claw attacks and uses Curse
of Gray Mists or Eyeless Stare.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 14 (2d8 + 5) slashing damage plus 9 (2d8) necrotic damage.
Curse of Gray Mists. The angel touches an incapacitated
or unconscious creature within 10 feet of it. The target must
succeed on a DC 15 Charisma saving throw or be cursed until
the angel dies. While cursed this way, the creature cannot regain
hit points and if it dies, immediately rises as a specter under
the angel’s control. If a creature consumes at least 1 ounce of
chocolate, it can repeat the saving throw the next time it finishes
a long rest, ending the curse on a success.
Eyeless Stare. The angel stares at one creature that it can see
within 60 feet of it. As long as the target can see the angel, it
must succeed on a DC 15 Wisdom saving throw or become
frightened of the angel until the end of the angel’s next turn. If
the target is already frightened of the angel, the duration of that
condition extends to the end of the angel’s next turn and while
the target is frightened in this way it is incapacitated.

REACTIONS
Ward of Gray Mists. Whenever the angel would be hit by an
attack, it immediately teleports up to 30 feet to an unoccupied
space that it can see, causing the attack to miss. To do so, the
angel must see the attacker and must not be in sunlight.

55
55
M
GUARDIAN ANGEL Created Alongside Stephen Hunting
“You are never alone, little one.”
any faiths and
mythologies have adopted
the idea that every person
has an unique celestial
guardian that watches over
them for their entire lives.
But like with most tales, the truth isn’t quite so
simple. Guardian angels are lesser celestials that
bind themselves to one or more mortal creatures.
The majority of the time, the angel remains
invisible, watching over their charge. When they
do appear, usually in moments of great need,
guardian angels are garbed in pure, white light
and have wings of soft, downy feathers. Wizards,
paladins, clerics, and wealthy nobles often seek out
these unseen guardians.
Protectors. Guardian angels are first and foremost
protectors. Their embrace closes wounds and the
simple brush of their hands can coat a weapon
with holy power. But a guardian angel does more
than protect their ward’s physical body; their
presence soothes anxious minds and helps protect
against enchantment magic. Seraphs and other
great angels can assign guardians to protect their ENCOUNTER HOOKS
favored mortal champions, but many guardian
D4 Appearance
angels choose their own masters.
1 The party discovers a lost amulet in an ancient ruin. The
Amulets. Each guardian angel carries a magical guardian agrees to help the party if they will help it find its
amulet that reflects their individual personality missing master.
and holds their spirit if they are destroyed. When 2 A powerful cleric uses their guardian angel to observe
the party and find out if the party is worthy to assist
a guardian chooses a mortal master, they give their them.
master this amulet, symbolizing their holy bond. 3 As a reward, a paladin or cleric’s deity sends them a
A guardian angel will often require their master guardian angel. But the character must first prove itself
to swear an oath or promise to live up to an ideal worthy to the angel.

the angel holds. If their master breaks their oath, 4 A wizard has trapped a guardian angel in its amulet and
seeks to use its soul to create a shield guardian.
the amulet will shatter and the guardian angel will
return to the celestial realm to forge a new amulet
and eventually find a new ward. TACTICS
The Bound. A guardian angel cannot be forced to Remain Unseen. The guardian angel will not break
accept a ward. Only by proving yourself worthy to its invisibility unless absolutely necessary. Their
the guardian can you hope to obtain its protection. greatest protection is their anonymity.
Some angels bind themselves to mortals for life, Hide. The guardian angel will use its Incorporeal
others as long as they uphold an oath or ideal, and Movement to weave in and out of cover to
a few offer their protection to help a mortal on a avoid potentially being hit by attacks and area of
specific quest. effect spells.

56
GUARDIAN ANGEL ACTIONS
Medium Celestial (Angel), Typically Good Multiattack. The angel makes two Radiant Bolt attacks. It can
replace one attack with a use of healing embrace or spellcasting.

Armor Class 12 Radiant Bolt. Ranged Spell Attack: +6 to hit, range 30/120
Hit Points 45 (10d8) ft., one target. Hit: 9 (2d4 + 4) radiant damage and the target
Speed 0 ft., fly 35 ft. (hover) sheds dim light in a 10-foot radius until the end of its next turn.

STR DEX CON INT WIS CHA A creature that sheds dim light in this way can’t benefit from
2 (–4) 15 (+2) 10 (+0) 13 (+1) 19 (+4) 14 (+2) being invisible.
— Divine Strength. The angel touches a weapon, which begins to
Skills Perception +6
shine with golden light. The affected weapon becomes a magic
Damage Resistances bludgeoning, piercing, and slashing from
weapon if it isn’t already and it deals an extra 1d4 radiant damage
nonmagical attacks
when it hits a target. These effects last for 1 minute, until the
Damage Immunities poison
angel uses this action again, or until the angel is reduced to 0 hit
Condition Immunities charmed, exhaustion, grappled,
points or dies.
paralyzed, petrified, poisoned, restrained
Senses darkvision 60 ft., passive Perception 16 Invisibility. The angel magically turns invisible until it attacks, or
Languages understands the languages of its ward but cannot until its concentration ends (as if concentrating on a spell).
speak Healing Embrace (1/Day). The angel wraps its arms around
Challenge 3 (700 XP) Proficiency Bonus +2 another willing creature within 5 feet of it. The target regains 13
— (2d8 + 4) hit points and its exhaustion level is reduced by 1.
Amulet. If the angel is reduced to 0 hit points, its spirit returns
to its amulet and it cannot be resummoned until it finishes a Spellcasting. The angel casts one of the following spells, using
long rest. Wisdom as its spellcasting ability (spell save DC 14):
Guardian. The angel is magically bound to one creature. As long 1/day each: bless, heroism
as the angel and its ward are on the same plane of existence
and the ward has the angel’s amulet, the angel’s ward can BONUS ACTIONS
telepathically call the angel to travel to it, and the angel knows Ardent Shield. The angel places a protective ward of light onto a
the distance and direction to its ward. creature that it can see within 60 feet of it, granting it a +2 bonus
Incorporeal Movement. The angel can move through other to AC for 1 minute, until the angel uses this bonus action again, or
creatures and objects as if they were difficult terrain. It takes 5 until the angel is reduced to 0 hit points or dies.
(1d10) force damage if it ends its turn inside an object.
REACTIONS
Soothing Presence. If the angel is within 10 feet of its ward, its
Feather Fall. In response to a creature that the angel can see
ward has advantage on saving throws against being charmed
within 60 feet of it falling, the angel slows that creature’s rate
or frightened.
of descent to 60 feet per round for 1 minute. If the target lands
before this effect ends, it takes no falling damage and can land
on its feet.
Soulful Sacrifice. In response to the angel’s ward being hit by
an attack, if the angel is within 5 feet of it, it magically switches
places with that creature and becomes the target of the
triggering attack instead.

57
LAMASSU rumor about a serious threat, they will leave their

L
mountain lair and offer aid. Most lamassu spend
very little time in their homes, but the threat of
“Like a Lamassu, their soul roars,” their fearsome claws keeps all but the greediest
— Moonkin saying meaning, “They bandits from raiding their abodes.
are zealous.” Teachers. Lamassu live for thousands of years,
Note: Unsure if this is complement, or a snide insult and possess vast combat experience. Mortals
amassu are nomadic chimeras often seek out lamassu as teachers, but only the
that roam the mortal and celestial just and worthy will receive training. Slaying
realms to protect weaker creatures fiends, taking an oath before a celestial witness, or
from evil. Because they have the body facing the lamassu in combat are all ways to earn
of a giant lion and the wings of a golden their respect.
eagle, lamassu are often mistaken for
Origins. Lamassu were once savage, mindless
sphinxes. However, these valiant guardians are
monsters, used by cruel mages as glorified guard
stockier, have faces that more closely resemble that
dogs, until they were freed by a cherubim after the
of an orc rather than a human or elf, and certainly
angel defeated the lamassu’s creator. The cherubim
do not have the patience for riddles. In general,
bestowed unto the lamassu a piece of their soul
lamassu concern themselves above most mortal
of battle, which filled the lamassu with a thirst
beings and are often arrogant and patronizing.
for righteous combat. Since then, the lamassu
Wandering Guardians. Lamassu make their have taken up that cherubim’s mission and helped
lairs high in the mountains and employ mortal to defend the mortal and celestial realms for
and lesser celestial servants, such as lumens, to dark threats.
bring them information. Once a lamassu hears a

58
ENCOUNTER HOOKS LAMASSU
Huge Celestial, Typically Lawful Good
D6 Appearance
1 The party is tasked to travel to a Lamassu’s lair to seek its

Armor Class 15 (natural armor)
aid in battling against a demonic cult. Hit Points 76 (8d10 + 32)
Speed 60 ft., fly 80 ft.
2 A lamassu hears of a character’s righteous exploits and
offers training to them should they make the pilgrimage —
STR DEX CON INT WIS CHA
to their temple. 20 (+5) 15 (+2) 18 (+4) 14 (+2) 16 (+3) 18 (+4)
3 A lamassu has been corrupted by an order of cultists and —
Skills Insight +6, Perception +6, Persuasion +7
protects the order’s unholy relics. Damage Resistances bludgeoning, piercing, and slashing from
4 A lamassu rescues the characters during a difficult battle. nonmagical attacks
Senses darkvision 60 ft., passive Perception 16
5 An aging lamassu tasks the party to help fulfill an oath
Languages Celestial, Common, Draconic, Infernal
it made centuries ago to a small village, but cannot
Challenge 7 (2,900 XP) Proficiency Bonus +3
complete.

6 The characters find the bones of a lamassu inside a Magic Resistance. The lamassu has advantage on saving throws
crumbling temple. The bones are gnawed, as if by a large, against spells and other magical effects.
reptilian beast. Magic Weapons. The lamassu’s weapon attacks are magical.
Savior. If the lamassu has at least one ally within 60 feet of it, it
TACTICS is immune to the charmed and frightened conditions.

ACTIONS
Protector. The lamassu will endeavor to protect its Multiattack. The lamassu makes one Bite attack and two
allies, even at the expense of its own safety. Claw attacks.

Rescuer. The lamassu will try to rescue injured Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
16 (2d10 + 5) piercing damage.
allies, or teleport them out of the fight using
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
dimension door, if it feels its allies are in danger. Hit: 12 (2d6 + 5) slashing damage.
Saving Touch (Recharges after a Short or Long rest). The
lamassu touches a creature. The target magically regains 27
(6d8) hit points and is freed from any curse, disease, or poison.
Spellcasting. The lamassu casts one of the following spells,
requiring no material components and using Wisdom as the
spellcasting ability (spell save DC 14):
At will: detect evil and good, magic circle (as an action)
1/day: dimension door

REACTIONS
By Your Side. When a creature allied to the lamassu within 60
feet of it that it can see would drop to 0 hit points, the lamassu
moves up to its speed towards that creature without provoking
opportunity attacks. At any point during this movement, the
lamassu can make a Claw attack (no action required), or if it
ends this movement within 5 feet of the triggering ally, it can
immediately use its Saving Touch on that creature, if available.

59
N
LIGHTDRINKER
“The brightest lights often cast the
darkest shadows.”
ot all vampires are
creatures of darkness.
Lightdrinkers are celestial soul-
suckers that are often mistaken
for wingless angels. In their
true forms, Lightdrinkers glow
with such powerful light that creatures are blinded
by them at a single glance. They are beautiful, with
soft, delicate features, silvery voices, and long,
flowing hair. However, don’t let their appearance
fool you, Lightdrinkers are typically narcissistic
creatures that steal the spark inside other living
creatures and slowly devour it over hundreds of
years. Only by killing the Lightdrinker can the
souls of their victims be freed and resurrected.
Charismatic Leaders. Lightdrinkers have
powerfully magnetic personalities, drawing
worshipers and cultists to them like moths to a
flame. In the mortal realm, Lightdrinkers disguise Lightdrinkers are fallen angels, stripped of their
themselves as beautiful humanoids, using their spark for challenging a seraph’s rule. Other
appearance and knowledge to gain followers sources state that Lightdrinkers were once
and influence. Most people cannot tell the women who drank the blood of angels in a
difference between a Lightdrinker and an angel, so profane ritual to gain eternal youth. A few old
Lightdrinkers will often reveal their true form to tales say Lightdrinkers were created by a devil,
their followers to gain their absolute loyalty. who answered the prayers of a little girl lost in
Terrified of the Dark. At first, Lightdrinkers dark cave. The devil promised the girl she would
appear confident and charismatic, but in the face of never walk in darkness again and tricked her into
magical darkness and necrotic energy, they wither. accepting his dark bargain, transforming her into
Perhaps the reason they steal the spark, the soul, the first Lightdrinker.
of their victims is so that in the darkness they are
not alone. If you find yourself face to face with ENCOUNTER HOOKS
one of these angelic vampires, cloak yourself in D4 Appearance
magical shadow however you can and hope that 1 A Lightdrinker has taken the guise of a bishop or priest
they grow bored. and is gaining power in a small city.
2 The party is hired to hunt down a Lightdrinker who killed
Blood of Doves. The only way to pierce a a noble’s child. The child cannot be resurrected unless
Lightdrinkers skin with non-magical weapons the Lightdrinker is defeated.
is to coat the blade in the blood of a white dove. 3 A Lightdrinker hires the characters to help them defeat
a vampire lord. The Lightdrinker claims it is for a holy
Why this breaks through their defense I do not
purpose, but it really is just vying for the vampire’s
know? Perhaps it is the purity and innocence of position of power.
the dove? The result of an angel’s curse? I cannot 4 The party finds a Lightdrinker trapped in a pocket
say for certain. dimension created by an Archon to punish the vampire
for killing an angel.
Lightdrinker Origin. If Lightdrinkers were
created by a god, none has openly claimed
their involvement. Some principalities claim

60
ACTIONS
LIGHTDRINKER Multiattack. The lightdrinker makes two Claw attacks, and it
Medium Celestial (Shapechanger, Vampire), Typically Neutral Evil uses Consume Spark.
— Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
Armor Class 15
9 (1d8 + 5) slashing damage plus 4 (1d8) radiant damage.
Hit Points 97 (15d8 + 30)
Speed 40 ft. Consume Spark. Melee Spell Attack: +8 to hit, reach 5 ft.,
— one target. Hit: 9 (1d8 +5) necrotic damage and the target’s
STR DEX CON INT WIS CHA Charisma score is reduced by 1d4. If this reduces the target’s
10 (+0) 20 (+5) 15 (+2) 16 (+3) 11 (+0) 20 (+5) Charisma to 0, the target dies, its soul is consumed by the
— lightdrinker, and the target cannot be resurrected by any means
Saving Throws Cha +8
sort of a wish spell until the lightdrinker is killed. Otherwise, the
Skills Acrobatics +8, Deception +11, Persuasion +11
reduction lasts until the target finishes a long rest.
Damage Immunities radiant; bludgeoning, piercing, and slashing
If the lightdrinker consumes the target’s soul, the radius of its
from nonmagical attacks
Glowing Radiance increases by 30 feet for 1 minute and it gains
Senses passive Perception 10
18 (4d8) temporary hit points.
Languages Celestial, Common
Challenge 7 (2,900 XP) Proficiency Bonus +3 Shapeshifter. The lightdrinker can use its action to transform
into a Medium or small humanoid or back into its true form.

Glowing Radiance (True Form Only). The lightdrinker sheds Aside from its size, its statistics are the same in each form. Any
bright light in a 30-foot-radius around it and dim light for an equipment it is wearing or carrying isn’t transformed. It reverts
additional 30 feet. Whenever a creature starts its turn within this to its turn form if it dies.
bright light and can see the lightdrinker, it must succeed on a DC
14 Constitution saving throw or become blinded until the start of
its next turn. BONUS ACTIONS
Unless surprised, a creature can avert its eyes to avoid the saving Drain Light. The lightdrinker sucks the energy from a light
throw at the start of its turn. If the creature does so, it can’t source it can see within 30 feet of it. The light is extinguished
see the lifedrinker until the start of its next turn, when it can and the lightdrinker regains 9 (2d8) hit points. If the target
avert its eyes again. If the creature looks at the lifedrinker in the lightsource is magical, it is instead suppressed for 1 hour.
meantime, it must immediately make the save.
Light Warp. While in bright light, the lightdrinker teleports to an
Additionally, the lifedrinker gains no benefits from being invisible.
unoccupied space within 30 feet of it that it can see and that is
Lightdrinker Weakness. The lightdrinker has the also in bright light.
following flaws:
Dim. If the lightdrinker takes necrotic damage, it has
disadvantage on attack rolls until the end of its next turn.
LEGENDARY ACTIONS
Dove Blood. A weapon or piece of ammunition coated in the The lightdrinker can take 2 legendary actions, choosing from
blood of a white dove within the last 24 hours ignores the the options below. Only one legendary action option can be
lightdrinker’s immunity to non-magical bludgeoning, piercing, used at a time and only at the end of another creature’s turn.
and slashing damage. The lightdrinker regains spent legendary actions at the start
Fear of Doves. Whenever the lightdrinker starts its turn, if can of its turn.
see a white dove, it must succeed on a DC 14 Wisdom saving
throw or become frightened of the dove. Light Manipulation. The lightdrinker uses its Drain Light
Turned by Darkness. The lightdrinker cannot willingly enter or Light Warp.
magical darkness. If the lightdrinker starts its turn in magical Consume Spark (Costs 2 Actions). The lightdrinker uses its
darkness, it takes 9 (2d8) necrotic and must use its movement Consume Spark.
to leave the darkness, if possible.

TACTICS
Bob and Weave. The Lightdrinker uses its Light
Warp to engage spellcasters and get behind cover
to avoid ranged attacks.
Arrogant. Unless they have reason to know
otherwise, Lightdrinkers are unafraid of
melee fighters, since they are immune to non-
magical attacks.
Personality Drawn. Lightdrinkers target sorcerers,
bards, and paladins and other characters with high
Charisma scores with their Consume Spark. Once
they start draining a creature, they will not stop
until the creature is dead.

61
LILLEND any great writer knows, you must first experience

L
life before you can write about it. Lillend
often travel to the mortal realm, seeking fresh
“The only singers I have ever found that stories, unique melodies, and new experiences
can rival selkies are the lillend. Their voices to add to their repertoire. They are drawn to
are sweeter than sugar and as serene as a places of remarkable beauty, such as cascading
summer’s day.” waterfalls, mesmerizing rock formations, and
illend are serpentine celestials overgrown ruins.
of outstanding beauty and grace. These Celestial Interactions. Lillend are not angels,
rainbow-scaled women are heavenly and generally don’t join the celestial courts of
story-tellers and weave their tales into the seraphs. They consider most angels too
musical epics. Lillend have the upper warlike, but have a deep love for putto. Lillend
bodies of beautiful elven women, long, will occasionally perform services or sing for a
prehensile tails like that of a snake, and a pair seraph in exchange for access to their libraries.
of golden, feathered wings. Unlike their distant Angelic curators usually have good relationships
relative, the sirens, lillend are not seductresses. with lillend and will trade their knowledge for a
However, when one hears their beautiful ballads, it lillend’s stories.
is hard not to feel entranced. Lillend
use illusion magic to enhance their
performances and bring their songs
to life. While lillends are generally
peaceful creatures, they will act
swiftly if their homes or favored
mortals are threatened.
Mortal Prodigies. The lillend have a
special love for bards and storytellers.
They love to hear the latest songs
sung in the mortal realm and will
reward impressive performances with
gold or minor boons. Occasionally,
a lillend will even offer to tutor
a mortal they find particularly
worthy. Many bards have traveled
to the celestial realm or isolated
groves in the mortal realm to find a
lillend teacher.
Unforgettable Performances. A
lillend’s voice is laced with magic.
Those who hear their ballads, sagas,
and songs will remember the words,
even should they descend into utter
and complete madness. When a
lillend is threatened, she recites
primal songs of creation filled with
evocation and enchantment magics.
Environments. The lillend mostly
remain in the celestial realm, soaring
through the clouds and sleeping in
forests by crystal clear lakes. But as

62
ENCOUNTER HOOKS LILLEND
D4 Appearance
Large Celestial, Typically Chaotic Good
1 A wealthy noble hires the party to find a lillend and
convince the celestial to perform at an upcoming gala. —
Armor Class 15 (natural armor)
2 A lillend asks the party to help drive out a dragon that Hit Points 127 (17d10 + 34)
has taken over its home. Speed 30 ft., fly 60 ft.
3 A trio of lillend recruit the party to help them perform. —
STR DEX CON INT WIS CHA
4 A lillend has become corrupted by an archfey and is using 18 (+4) 16 (+3) 15 (+2) 15 (+2) 17 (+3) 19 (+4)
their enchantment magic to bewitch travelers. —
Saving Throws Dex+6, Wis +6, Cha +7
Skills History +5, Perception +6, Performance +10, Persuasion

TACTICS +7
Damage Resistances psychic
Damage Immunities poison
Drag and Drop. The lillend will use its Constrict Senses darkvision 60 ft., passive Perception 16
attack to restrain its enemies, then fly up and drop Languages Abyssal, Celestial, Common, Infernal
Challenge 6 (2,300 XP) Proficiency Bonus +3
them from a height.

Eternal Voice. Creatures with an Intelligence of 8 or more can
Attack Groups. The lillend will target its songs to perfectly recall every word sung by the Lillend.
hit the maximum number of creatures and will try
Magic Weapons. The lillend’s weapon attacks are magical.
to cluster creatures in choke points to do so more
Speech of Beast and Leaf. The lillend can communicate with
effectively. animals and plants as if they share a language.

ACTIONS
Multiattack. The lillend makes two Shortsword attacks
then uses Lillend’s Song. It can replace one attack with a
Constrict attack.
Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one
creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target
is grappled (escape DC 15). Until this grapple ends, the creature
is restrained, and the lillend can’t constrict another target.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) piercing damage.
Lillend’s Song (Recharge 5-6). The lillend plays a magical tune,
invoking one of the following effects.
Crescendo. The lillend creates an explosion of sound that fills
a 20-foot-radius sphere centered on a point that it can see
within 60 feet of it. Each creature in the area must make a DC
15 Constitution saving throw, taking 21 (6d6) thunder damage
on a failed save, or half as much damage on a successful one. A
nonmagical object that isn’t being worn or carried also takes the
damage if it’s in the area.
Dissonance. The lillend creates a mind-numbing sound in a
20-foot-radius around it. Each other creature in the area that
can hear the song must make a DC 15 Wisdom saving throw. On
a failed save, a creature takes 13 (3d8) psychic damage and
suffers disadvantage on ability checks and saving throws until
the end of the lillend’s next turn. On a successful save, a creature
takes half as much damage and is otherwise unaffected.
Harmony. The lillend creates a soothing tune in a 20-foot-radius
around it. Each other creature in the area that can hear the song
must succeed a DC 15 Wisdom saving throw or be charmed for
1 minute, or until it takes damage. A creature that is charmed in
this way is unwilling to perform any hostile actions. An affected
target can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
Spellcasting. The lillend casts one of the following spells,
requiring no material components and using Charisma as the
spellcasting ability (spell save DC 15):
At will: dancing lights, detect magic, identify, mage hand,
minor illusion
1/day: hallucinatory terrain

63
LUMENS & LANTERN ARCHONS
“I prayed and a thousand lights burst forth ENCOUNTER HOOKS

L
from the darkness. They had eyes, but I did D4 Appearance
not feel watched, simply watched over.” 1 While lost, a lumen appears to help the characters find
— Elven priestess, their way.
2 The players discover an ancient holy ritual that allows
account of suspected lumen contact them to summon a lumen and bind it as a familiar.
3 An evil wizard has enslaved a lumen to serve as its
familiar.
umens are tiny, wisp-like
4 A lumen has become lost in the mortal realm and asks
celestials that drift through the heavens the party to help them find their family.
in great swarms. Their bodies are made 5 A group of lumen serve as the guardians of a long
of pure light, which changes intensity abandoned holy site.
and color based on their moods. While 6 A party watches a group of will-o’-wisps chasing a lone
they may be physically weak, lumens lumen.
can defend themselves from danger with bursts of
radiant energy. In the celestial realm, lumens often TACTICS
serve as guides for lost, noble souls trying to find
Flee, not Fight. Individually, lumens are weak
their way to the afterlife.
and would rather flee than fight. Even in groups,
Emotions. Like their undead cousins, will-o-wisps, the lumens will only transform into a lantern
lumens cannot speak. They make noises which archon if they are cornered, or need to defend a
sound like whispered prayers and alter their light specific objective.
to display their emotions. When they are happy,
Blind and Hide. A lantern archon will use its
they are a bright, golden color, but when they
Radiant Spark to blind as many creatures as
become sad, they turn a pale blue.
possible so that it can flee without being pursued.
Mortal Calling. Lumens are often summoned
through prayers and rituals. If someone is lost, Varient Lumen Familiar
alone, and wandering through darkness, their At the DM’s discretion, a lumen can serve as a character’s
prayers might reach a lumen who will appear as familiar. However, lumens will only willingly bind themselves
a guide to help shepherd them someplace safe. to people they consider noble and good. Only through dark
rituals and blood sacrifices will a lumen serve someone that
Particularly powerful spellcasters can sometimes they think is evil.
bind a lumen as a familiar.
Enemies of Wisps. Will-o’-wisps and lumens might
appear similar, and are possibly created through
related rituals, but they are mortal enemies. Will-
o’-wisps see lumens as everything they are not:
kind, joyful, divine, and will take any opportunity
to kill them.
Lantern Archons. Individually, lumens are
weak, but when groups are threatened they can
transform into a powerful lantern archon. In a
flash, a swarm of lumen grows and expands into a
vaguely angelic silhouette made of shining white
light. But while a lantern archon may be powerful,
it requires a great deal of energy for lumens to
transform and they cannot hold their combined
form for more than a few minutes. As a result,
transforming into a lantern archon is usually a
last resort for lumens, since if they fail to defend
themselves, they will be left almost defenseless.
64
LUMEN
Tiny Celestial, Typically Neutral Good


Armor Class 14 (natural armor)
Hit Points 10 (3d4 + 3)
Speed 0 ft., flying 40 ft. (hover)

STR DEX CON INT WIS CHA
2 (–5) 16 (+3) 12 (+1) 6 (–2) 12 (+1) 10 (+0)

Skills Insight +3, Perception +3
Damage Resistances lightning; bludgeoning, piercing and slashing
damage from nonmagical weapons
Damage Immunities poison, radiant
Condition Immunities blinded, petrified, poisoned
Senses passive Perception 13
Languages understands Common and Celestial but cannot speak.
Challenge 1 (200 XP) Proficiency Bonus +2

Dim. If the lumen takes necrotic damage, it has disadvantage on
attack rolls until the end of its next turn.
Magic Resistance. The lumen has advantage on saving throws
against spells and other magical effects.
Variable Illumination. The lumen sheds bright light in a 5 to 30-
foot radius and dim light for an additional number of feet equal to
the chosen radius. The lumen can alter the radius as a bonus action.

ACTIONS
Multiattack. The lumen makes two Light Rays or Radiant
Touch attacks.
Radiant Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 2 (1d4) radiant damage.
Light Ray. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one
target. Hit: 5 (2d4) radiant damage.
Spellcasting. The lumen casts one of the following spells,
requiring no material components and using Wisdom as
the spellcasting ability (spell save DC 11) requiring no
material components:
At will: detect evil and good
1/day: aid

Archon Transformation (1/Day). If the lumen and eight other


willing lumen are within 10 feet of each other, they can transform
into a lantern archon.

LEGENDARY ACTIONS
The archon can take 2 legendary actions, choosing from the
options below. Only one legendary action can be used at a time
and only at the end of another creature’s turn. The archon regains
spent legendary actions at the start of its turn.

Flash. One creature of the archon’s choice within 5 feet of it that


can see it must succeed on a DC 14 Constitution saving throw or
become blinded until the end of the archon’s next turn.
Move. The archon moves up to half its speed.
Light Ray Volley (2 Actions). The archon makes two Light
Rays attacks.

65
LANTERN ARCHON
Large Celestial, Typically Chaotic Goodl


Armor Class 16 (natural armor)
Hit Points 76 (9d10 + 27)
Speed 0 ft., flying 80 ft. (hover)

STR DEX CON INT WIS CHA
7 (–2) 20 (+5) 16 (+3) 10 (+0) 14 (+2) 12 (+1)

Skills Insight +5, Perception +5
Damage Resistances lightning; bludgeoning, piercing and slashing
damage from nonmagical weapons
Damage Immunities poison, radiant
Condition Immunities blinded, petrified, poisoned
Senses passive Perception 15
Languages understands Common and Celestial but cannot speak
Challenge 8 (3,900 XP) Proficiency Bonus +3

Combined Form. When the lantern archon is reduced to 0 hit
points or after 10 minutes have passed since it was formed, its nine
composite lumens appear in its space. Each of the lumens then gain
three levels of exhaustion.
Dim. If the archon takes necrotic damage, it has disadvantage on
attack rolls until the end of its next turn.
Legendary Resistance (2/Day). If the archon fails a saving throw, it
can choose to succeed instead.
Magic Resistance. The archon has advantage on saving throws
against spells and other magical effects.
Variable Illumination. The archon sheds bright light in a 5 to 30-foot
radius and dim light for an additional number of feet equal to the
chosen radius. The lumen can alter the radius as a bonus action.

ACTIONS
Multiattack. The archon makes two Light Rays attacks.
Radiant Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 7 (2d6) radiant damage and the target is blinded until the
end of the archon’s next turn.
Light Ray. Ranged Weapon Attack: +8 to hit, range 60 ft., one target.
Hit: 14 (4d6) radiant damage.
Radiant Spark (Recharge 5-6). The lantern archon unleashes a
focused beam of radiant energy in a line 60 feet long and 10 feet
wide. Each creature in the area must make a DC 14 Constitution
saving throw. On a failed save, a creature takes 28 (8d6) radiant
damage and is blinded until the end of the lantern archon’s next turn.
On a successful save, a creature takes half as much damage and is
not blinded.
Spellcasting. The lantern archon gestalt casts one of the following
spells, requiring no material components and using Wisdom as the
spellcasting ability (spell save DC 13):
At will: aid, detect evil and good
1/day: daylight (no concentration)

LEGENDARY ACTIONS
The archon can take 2 legendary actions, choosing from the options
below. Only one legendary action can be used at a time and only
at the end of another creature’s turn. The archon regains spent
legendary actions at the start of its turn.

Flash. One creature of the archon’s choice within 5 feet of it that


can see it must succeed on a DC 14 Constitution saving throw or
become blinded until the end of the archon’s next turn.
Move. The archon moves up to half its speed.
Light Ray Volley (2 Actions). The archon makes two Light
Rays attacks.

66
M
MOON DOG
MOON
A moon dog’s favorite things are destroying
evil and scritches.
oon dogs are the hounds
of the heavens. At first they
can easily be mistaken for
normal canines, but on
closer inspection one notices
that they have humanoid-
like hands with opposable thumbs. Using their
incredible sense for evil, moon dogs sniff out
aberrations, demons, and undead that infiltrate the
celestial realm. In the mortal realm, moon dogs
serve as the scouts for celestial legions and seraphs.
They are usually some of the first creatures to
sense an invasion of extraplanar creatures.
Lunar Connections. Moonlight reveals the truth. the moon dogs group up and corner their prey,
Shapeshifters, lycanthropes, and many types they use their magical bark to send creatures back
of undead are weakened by the moon’s radiant to the underworld or the endless yonder. Moon
glow. Moon dogs are the living embodiment of dog pups will occasionally accompany their parents
this pure, silver light. In many ways, moon dogs to learn the skills needed to fight evil.
are the opposite of evil lycanthropes. Moonlight Interactions with Mortals. If encountered in the
empowers them, but does not cause them to mortal realm, moon dogs are sympathetic to
lose control. good-aligned humanoids and will serve as guides
Pack Hunters. In order to hunt down evil, most through dangerous terrain, protecting them from
moon dogs travel in packs. One of their favorite extraplanar threats. Generally, moon dogs prefer
tactics is to spread out over a few miles to locate a not to reveal themselves to mortals and will
creature and signal each other by howling. Once instead protect them from the shadows.

MOON PUP
Small Celestial, Typically Neutral Good
Nose for Evil and Good. As long as it can smell, the pup always
knows if there are any aberrations, ey, fiend, or undead within 60
feet of it, as well as where those creatures are located. Similarly, the

Armor Class 13 (natural armor) pup knows if there is a place or object within 60 feet of it that has
Hit Points 27 (6d6 + 6) been magically consecrated or desecrated.
Speed 30 ft., fly 30 ft. (hover)
ACTIONS

STR DEX CON INT WIS CHA Multiattack. The pup makes two Bite attacks then uses Bark.
14 (+2) 12 (+1) 13 (+1) 9 (–1) 12 (+1) 13 (+1)
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4

Skills Perception +3 (1d4 + 2) piercing damage. If the target is a Celestial, Elemental, Fey,
Damage Resistances lightning; bludgeoning, piercing, and slashing Fiend, or Undead creature, it takes an extra 4 (1d8) radiant damage.
damage from nonmagical attacks Bark. The pup barks at a creature within 30 feet of it. If the target
Damage Immunities poison, radiant can hear the pup, it must succeed on a DC 11 Charisma saving throw
Condition Immunities poisoned or have disadvantage on attack rolls it makes against the pup until
Senses darkvision 120 ft., passive Perception 13 the start of the pup’s next turn.
Languages understands Abyssal, Celestial, Common, Infernal, and
Sylvan but can’t speak Soothing Lick. The pup licks a creature within 5 feet of it. The
Challenge 1/2 (100 XP) Proficiency Bonus +2 target regains 7 (2d4 + 2) hit points. Once a creature receives a
pup’s Soothing lick, it can’t benefit from the effect of any moon
— pup’s soothing lick for the next 24 hours.
Canine Tongue. The pup can communicate with other canine
creatures as if they share a language.
BONUS ACTIONS
Magic Resistance. The pup has advantage on saving throws against
Moonlight Jaunt (1/day). The pup teleports, along with any
spells and other magical effects.
equipment it is wearing or carrying, up to 30 feet to an unoccupied
Magic Weapons. The pup’s weapon attacks are magical. space it can see. Both the space it leaves and its destination must be
in dim light or darkness.

67
ENCOUNTER HOOKS
D6 Appearance
TACTICS
1 If the party is ambushed by undead spirits or aberrations, a Stick to the Shadows. Moon dogs prefer to use their
moon dog appears after 1d4 + 1 rounds to assist the party. banishing bark and shadow howl to incapacitate
2 A group of adventurers is asked to help a lone moon dog enemies while hidden.
track down a powerful aberration that killed the moon
dog’s pack. Divide and Conquer. Moon dogs engage separate
3 The party befriends a moon dog and her pup, who are enemies to divide their foe’s attention, but can use
trying to find the lair of a powerful ghost hag (see their moonlight jaunt to rush to their allies’ defense.
Professor Gilroy’s Guide to Fey).
4 The party is hunted down by a pair of moon dogs, either by Foes First. Moon dogs instinctively target
mistake or because they have angered a powerful celestial. aberrations, fey, fiends, and undead before
5 A moon dog warns one of the characters of an humanoids even if the humanoid is a greater threat.
impending extraplanar invasion.
6 An eye tyrant has enslaved a moon dog and uses it to
guard its lair.

MOON DOG
Medium Celestial, Typically Neutral Good
Banishing Bark. The dog barks at a creature within 30 feet of it. If the
target can hear the dog, it must succeed on a DC 16 Charisma saving
throw or be banished. If the target is a Celestial, Elemental, Fey, Fiend,

Armor Class 17 (natural armor) or Undead that’s native to another plane of existence than the one the
Hit Points 119 (14d8 + 56) dog is on, it’s banished to its home plane.
Speed 40 ft., fly 40 ft. (hover) Otherwise, the target is banished to a harmless demiplane for 1 minute.
While there, the target is incapacitated. The target can repeat its saving

STR DEX CON INT WIS CHA throw at the end of each of its turns. On a success, the target reappears
20 (+5) 19 (+4) 18 (+4) 15 (+2) 17 (+3) 18 (+4) in the space it left or in the nearest unoccupied space if that space
— is occupied.
Saving Throws Str +9, Dex +8, Wis +7, Cha +8
Skills Insight +7, Perception +7, Stealth +8 Shadow Howl (Recharge 5-6). The dog lets out a foreboding howl,
Damage Resistances lightning; bludgeoning, piercing, and slashing conjuring illusory shadows to hound its foes. Each creature of the
damage from nonmagical attacks dog’s choice within 60 feet of it must make a DC 16 Wisdom saving
Damage Immunities poison, radiant throw. On a successful saving throw, the target takes 21 (6d6) psychic
Condition Immunities poisoned damage. On a failed saving throw, a creature is frightened for 1 minute.
Senses darkvision 120 ft., passive Perception 17 A creature frightened in this way is incapacitated and takes 21 (6d6)
Languages Abyssal, Celestial, Common, Infernal, Sylvan, telepathy 120 ft. psychic damage at the start of each of its turns. An affected creature
Challenge 12 (8,400 XP) Proficiency Bonus +4 can repeat the saving throw at the end of each of its turns, ending the
effect on itself on a success.

Canine Tongue. The dog can communicate with other canine creatures Soothing Lick. The dog licks a creature within 5 feet of it, affecting it
as if they shared a language. in one of the following ways. Once a creature receives a dog’s Soothing
Magic Resistance. The dog has advantage on saving throws against Lick, it can’t benefit from the effect of any moon dog’s Soothing Lick for
spells and other magical effects. the next 24 hours.
Magic Weapons. The dog’s weapon attacks are magical. Cleansing. The lick neutralizes any poisons, cures all diseases, and lifts
any curses affecting the target.
Nose for Evil and Good. As long as it can smell, the dog always knows
Encouraging. Any effect causing the target to be frightened ends for it
if there are any aberrations, Fey, Fiend, or Undead within 60 feet of it,
and the target gains immunity to the frightened condition for 1 hour.
as well as where those creatures are located. Similarly, the dog knows
Healing. The target regains 35 (10d4 + 10) hit points.
if there is a place or object within 60 feet of it that has been magically
consecrated or desecrated. Spellcasting. The moon dog casts one of the following spells, requiring
no material components and using Charisma as the spellcasting ability
ACTIONS (spell save DC 16):
Multiattack. The dog makes two Bite attacks then uses either
Banishing Bark or Soothing Lick. It can replace one attack with a use of At will: dancing lights, nondetection
Shadow Howl. 1/day: creation

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 BONUS ACTIONS
(2d8 + 5) piercing damage. If the target is a Celestial, Elemental, Fey, Moonlight Jaunt. The dog teleports, along with any equipment it is
Fiend, or Undead creature, it takes an extra 18 (4d8) radiant damage. wearing or carrying, up to 30 feet to an unoccupied space it can see. Both
the space it leaves and its destination must be in dim light or darkness.

68
NIGHT SKY MAYURA

N
Created Alongside DM Cas
“I swear, Mister Gilroy, Sir, when
I looked up the sky just moved!”
— Nine year old forest gnome, after
possible encounter with Mayura
ight sky mayuras
are gigantic celestials
made from living
pieces of the night sky.
Despite their colossal
size, four wings,
and owl-like faces, night sky mayuras
are almost impossible to spot. Under
starlight, these celestials are completely
invisible and leave very little trace as they
migrate throughout the mortal realms.
This, combined with their solitary nature,
means very little is actually known about
one of the largest celestials. However,
I have spent years tracking sightings of Silent Watchers. Night sky mayura are highly
these strange creatures and am excited to bring intelligent creatures. They understand multiple
you the first detailed account of their habits. languages, but choose not to communicate. They
Lonely Wanderers. Night sky mayuras are will not interfere with other creatures as long
constantly migrating. Their travels are not based as they are able to peacefully watch the stars. If
on seasonal changes, but instead on the position another creature attacks them, they will unfurl
of the stars in the sky. Night sky mayuras appear their wings of shadow and starlight and daze the
to follow a celestial calendar, traveling to view creature before fleeing. Their motivations and
important events such as auroras, eclipses, and origins are entirely unknown, but there have been
meteor showers. However, even if several of these reported sightings of these creatures for as long as
creatures are in the same area, they do not interact humanoids have existed.
with each other. In fact, it appears as if they don’t
just avoid contact with other creatures, but they TACTICS
avoid even others of their kind.
Avoid Sunlight. While they are still invisible
Nocturnal Nature. During the day, night sky in bright light, night sky murayas lose their
mayuras rest in high peaks, shaded groves, and invisibility when exposed to sunlight. Thus, they
shallow caves, rising only after the sun has set avoid the daylight by any means necessary. If they
and the sky turns to starlight. They do not hunt, are visible, they are vulnerable.
or appear to eat any food. It is possible that they
receive energy from starlight or moonlight, but Flee not Fight. Night sky mayura will attempt
the exact nature of how they sustain themselves to incapacitate creatures with their Starscape
is unknown. Feathers, and use their high flying speed
to disappear.

69
NIGHT SKY MAYURA
Gargantuan Celestial, Typically True Neutral
Starlight Invisibility. As long as the mayura isn’t in direct
sunlight, it’s invisible.

ACTIONS

Armor Class 16 (natural armor) Multiattack. The mayura makes a Beak attack and two attacks
Hit Points 188 (13d20 + 52) with its Wings.
Speed 20 ft., fly 80 ft. Beak. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.

STR DEX CON INT WIS CHA Hit: 20 (4d6 + 6) piercing damage.
23 (+6) 17 (+3) 18 (+4) 14 (+2) 18 (+4) 17 (+3) Wings. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
— Hit: 36 (8d8) radiant damage.
Skills Perception +8
Damage Resistances radiant; bludgeoning, piercing, and Starscape Feathers. The mayura displays its feathers and each
slashing damage from nonmagical attacks creature of the mayura’s choice that is within 60 feet of the
Senses darkvision 120 ft., passive Perception 18 mayura and aware of it must make a DC 16 Wisdom saving throw.
Languages understands Auran, Celestial, Common, and Sylvan On a success, unless the creature is immune to the charmed
but can’t speak condition, it suffers disadvantage on attack rolls and ability
Challenge 10 (5,900 XP) Proficiency Bonus +4 checks until the end of the mayura’s next turn. On a failed save,
a creature becomes charmed by the mayura for 1 minute. While
— charmed in this way, a creature is incapacitated and has a speed
Illumination. The mayura sheds bright light in a 30-foot radius
and dim light in an additional 30 feet. It can alter, extinguish, or of 0, as it’s forced to stare at the mayura. A creature can repeat
reignite this radius as a bonus action. the saving throw at the end of each of its turns, ending the effect
on itself on a success. If a creature’s saving throw is successful
Magic Weapons. The mayura’s weapon attacks are magical. or the effect ends for it, the creature is immune to the mayura’s
Starscape Feathers for the next hour.

70
PALMYRA, QUEEN OF UNICORNS

A
Created Alongside Ellis Middleton
The virtues claim to be the embodiment of Origin. There are many myths about the origin of
unicorns. Some stories claim they were created by
purity, but in all my travels, I have never a dying god of life and light as a way for the god’s
met a creature as kind, selfless, and loving legacy to live on. Other myths state that unicorns
as a unicorn. were born when a normal horse drank from a
ll unicorns are kind, magical spring where a great celestial had died. But
beautiful creatures with a deep my favorite tale is that Palmyra became a unicorn
love for the natural world. But when she saved a god of light who had been cast
Palmyra is more than just a out from heaven. Palmyra carried the god on her
celestial guardian. She is the back to safety and became their close companion
first unicorn: an immortal mare throughout all their adventures in the mortal realm.
of mighty power and a champion of harmony When the god eventually reclaimed their divinity
between humanoids, fey, and celestials. Palmyra and ascended to the heavens, they blessed Palmyra
has a longer horn than most unicorns, and star- and all her descendants with a celestial spark.
shaped markings on her forehead. Rather than
Beacon of Hope. Palmyra has a divine spark, mortal
guarding a particular forest or other place of
soul, and a fey’s spirit. She represents the blended
natural splendor, Palmyra travels throughout
nature of all three types of creatures and serves
the celestial realm, the feylands, and the mortal
as a bridge between them. When mortals are
planes, bringing hope to areas of great turmoil and
destroying areas filled with fey, Palmyra will often
mediating disagreements between all manner of
appear and seek a compromise. But she is not just a
creatures.
peacemaker. She will use force to make both sides
of a sacred agreement follow the law.
Mortal Champions. Several times throughout
history, Palmyra has chosen a mortal champion
to ride her into battle against a great evil. In times
of despair, Palmyra’s champions have served as
beacons of hope for the world. Paladins, clerics,
and druids have all served as Palmyra’s champions
and helped to restore balance to the world.

PALMYRA’S BOON
Over a 10 minute ritual, Palmyra can bless a
Humanoid creature she can touch with a powerful
celestial boon. The boon lasts until Palmyra
dies or she grants the boon to another creature.
While a creature has Palmyra’s boon, it gains the
following benefits:
• Whenever the creature hits a target with an attack
roll, the target takes an extra 1d6 radiant damage.
• The creature has advantage on saving throws
against spells and other magical effects.
• The creature has advantage on Charisma checks
to made to interact with Celestial or Fey creatures.
• If the creature would die, it can choose to call out
Palmyra’s name. If they do, they don’t die and

71
instead regain all their hit points. They then gain
the benefits of the greater restoration spell. Once
a creature uses this property, the effects of the
boon end.
A creature can receive Palmyra’s boon only once.

ENCOUNTER HOOKS
D4 Appearance
1 Palmyra recruits the characters to help find a creature or
organization that has been killing unicorns and using their
blood for profane rituals.
2 Palmyra tests one of the characters to see if they are
worthy to be her champion.
3 Palmyra commands a unicorn to serve as the steed of a
paladin, cleric, or druid during an important quest.
4 Palmyra asks the party to help investigate a grievance
between a group of dryads and a pack of moon dogs.

PALMYRA, Horn. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.

QUEEN OF UNICORNS
Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) radiant damage.
Greater Teleport (1/Day). Palmyra magically teleports herself
and up to five willing creatures she can see within 5 feet of her,
Large Celestial Fey, Lawful Good along with any equipment she is wearing or carrying, to a location
— Palmyra is familiar with, up to 10 miles away.
Armor Class 17
Hit Points 102 (12d10 + 36) Healing Touch (4/Day). Palmyra touches another creature with
Speed 50 ft. her horn. The target magically regains 17 (3d8 + 4) hit points.
In addition, the touch removes all diseases and neutralizes all

STR DEX CON INT WIS CHA poisons afflicting the target.
20 (+5) 16 (+3) 16 (+3) 12 (+1) 20 (+5) 18 (+4)
Spellcasting. As an action Palmyra can cast one of following

Saving Throws Con +7, Wis +9 spells, requiring no material components and using Charisma as
Skills Insight +13, Perception +9, Survival +9 its spellcasting ability (spell save DC 17):
Damage Resistances bludgeoning, piercing, and slashing from At will: calm emotions, druidcraft, pass without trace,
nonmagical attacks plant growth
Damage Immunities poison, radiant 1/day each: dispel evil and good, , find the path, flame strike,
Condition Immunities charmed, paralyzed, poisoned remove curse
Senses darkvision 120 ft., truesight 60 ft., passive Perception 19
Languages Celestial, Common, Elvish, Sylvan, telepathy 60 ft.
Challenge 10 (5,900 XP) Proficiency Bonus +4 LEGENDARY ACTIONS
Palmyra can take 3 legendary actions, choosing from the options
— below. Only one legendary action option can be used at a time
Celestial Weapons. Palmyra’s weapon attacks are magical.
When Palmyra hits with any weapon, the weapon deals an extra and only at the end of another creature’s turn. Palmyra regains
2d6 radiant damage (included in the attack). spent legendary actions at the start of its turn.
Magic Resistance. Palmyra has advantage on saving throws Hooves. Palmyra makes one Hooves attack.
against spells and other magical effects. Misty Jaunt. Palmyra teleports to an unoccupied space that
Shield of the Wilds. Palmyra’s AC includes her Wisdom modifier. she can see within 30 feet of her. On arrival, Palmyra can
force each creature within 10 feet of her to make a DC 17
Star Warden. Other Beast, Celestial, and Fey creatures within Constitution saving throw. On a failure, a creature becomes
60 feet of Palmyra that are allied to her gain a +2 bonus to AC blinded until the end of its next turn.
and have advantage on saving throws against spells and other Call of Thundering Hooves (Costs 3 Actions). Palmyra
magical effects. conjures a unicorn in an unoccupied space that she can see
within 20 feet of her. The unicorn obeys Palmyra’s commands
ACTIONS and it shares the initiative count of the creature whose
Multiattack. The unicorn makes one Hooves attack and one turn this legendary action was taken on, and takes its turn
Horn attack. immediately after. A unicorn summoned this way can’t use its
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. legendary actions. The unicorn disappears if it or Palmyra are
Hit: 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) radiant reduced to 0 hit points. Palmyra can only have one unicorn
damage. If Palmyra moved at least 20 feet straight toward the summoned at a time.
target immediately before the hit, the target takes an extra
9 (2d8) piercing damage. If the target is a creature, it must
succeed on a DC 17 Strength saving throw or be knocked prone.

72
PEGASUS

S
White wings cloud the sky
A thousand thundering hooves
Echo on the breeze
— Diana Quain, Moonkin Poet
oaring through the sky in both
the mortal and celestial realms are
great herds of winged horses. Pegasi
are powerful steeds often used by
angels and humanoids as mounts.
But these great beasts will not let just
anyone leap atop their backs: only those pure
of heart and purpose can soar astride a pegasi.
Typically, pegasi live for between sixty to eighty
years, but some argent pegasi have been known
to live for over a century.
Argent Pegasi. Pegasi herds function similarly to
horses. There is typically one, larger, stronger
pegasus who serves as the herd’s leader. Often
known as argent pegasi, these powerful creatures are not as maneuverable in the air until they turn
are older and wiser than normal pegasi and are three or four.
coveted by powerful paladins because of their iron Magical Feathers. Pegasi are hunted for their
will and magical abilities. magical properties. Their feathers can be used
Pegasus Foals. Pegasi are slower to mature than in place of powdered silver to create holy water
regular horses. A foal will stay alongside their and their blood can be used as the base of
mother for four to five years. While they can healing potions and other arcane remedies. Dark
fly just a few hours after birth, a pegasus foal’s cults and necromancers covet pegasi blood for
wings are smaller than their mothers and they profane rituals.

ENCOUNTER HOOKS
D6 Appearance
1 The party discovers an illegal poaching operation that hunts
pegasi.
2 After a strong storm, one of the characters finds a
wounded pegasus foal.
3 While traveling through the mountains, the party
discovers a wounded argent pegasus surrounded by a
pack of winter wolves.
4 In exchange for a great service, a powerful cleric offers the
party pegasi mounts.
5 The party is blackmailed by a hag or other dark fey to hunt
pegasi in exchange for removing a curse.
6 A character with the find familiar spell learns how to
summon a pegasus foal from an ancient text.

73
PEGASUS FOAL
Small Celestial, Typically Chaotic Good
ARGENT PEGASUS
Large Celestial, Any Good


Armor Class 11 —
Armor Class 14 (natural armor)
Hit Points 9 (2d6 + 2) Hit Points 95 (10d10 + 40)
Speed 30 ft., fly 40 ft. Speed 60 ft., fly 90 ft.

STR DEX CON INT WIS CHA

STR DEX CON INT WIS CHA
6 (–2) 13 (+1) 12 (+1) 6 (–2) 10 (+0) 8 (–1) 22 (+6) 17 (+3) 18 (+4) 12 (+1) 16 (+3) 15 (+2)

Saving Throws Dex +3, Cha +1 —
Saving Throws Dex +6, Wis +6, Cha +5
Skills Perception +4 Skills Acrobatics +6, Perception +9
Senses passive Perception 14 Damage Resistances radiant
Languages Understands Celestial but can’t speak Senses passive Perception 19
Challenge 0 (10 XP) Proficiency Bonus +2 Languages understands Celestial, Common, Elvish, and Sylvan
— but can’t speak
Tricky Escape. Whenever the pegasus takes the Dash action, Challenge 6 (2,300 XP) Proficiency Bonus +3
opportunity attacks made against it are made at disadvantage —
until the end of the turn. Magic Resistance. The pegasus has advantage on saving throws
against spells and magical effects.
ACTIONS
Hooves. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. ACTIONS
Hit: 2 (1d4) bludgeoning damage. Multiattack. The pegasus uses brilliant wings, then it makes
two hooves attacks.
Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 13 (2d6 + 6) bludgeoning damage plus 3 (1d6) radiant
damage. If the pegasus moved at least 20 feet straight toward
the target immediately before the hit, the target takes an extra 7
(2d6) radiant damage.
Brilliant Wings. The pegasus spreads its wings with a dazzling
glow. Any number of creatures of the pegasus’s choice within 10
feet of it must succeed on a DC 15 Constitution saving throw or
be blinded until the start of the pegasus’s next turn.

BONUS ACTIONS
Radiant Body. The pegasus begins to glow with celestial light,
shedding bright light in a 30-foot-radius around it and dim light
for an additional 30 feet. The light lasts until the pegasus drops
to 0 hit points or dies, or it uses its bonus action on subsequent
turns to end it.

74
PLATINUM ANGEL Despite their limited emotions, they are
still constructs.
“You shall not pass, adventurer. My master
might be dead, but my honor is eternal. I
TACTICS

P
will keep my oath until the sun falls from the Blast First. The platinum angel will open most
fights with a use of its sunsoul beam.
sky and the seas turn to sand.”
Focus the Casters. The platinum angel is imbued
— A platinum angel, to Professor Gilroy and with advanced military tactics, though it follows
company at the Shattered Shrine them more robotically than a person. It will target
healers and casters first, attempting to kill them,
latinum angels are created by
not just knock them unconscious.
extremely powerful celestials and
artificers as the ultimate guardians.
Crafted from pure platinum and
powered by a miniature star in the
center of their chest, platinum golems
stand at their posts for tens of thousands of years,
ready for battle at any moment. Typically, they
wield enormous rune-etched swords and ornate
shields, and they can unleash beams of pure
sunlight from their eyes.
Pure Obedience. Platinum angels are not mindless
slaves, but their very essence is bound to their
masters will. They do not follow orders blindly,
but willingly. A platinum angel not only obeys
the letter of the master’s commands, but their
master’s spirit as well. They can follow highly
complex commands and never falter in
their objective.
Creation. Creating a platinum angel is not
just an act of incredibly mathematical and
magical prowess, but also of pure artistry. It
can take centuries to acquire the platinum,
magical reagents, and celestial material to
create one of these fearsome guardians.
They are often used as jailors for powerful
evils, while others might lead groups of
other constructs created by their masters.
Sun Soul. Platinum angels are powered
by a small celestial body in the center
of their chests. Tendrils of energy
travel like veins throughout the angel’s
platinum body. I believe that this kind
of distribution is responsible for their
increased sentience and mortal qualities,
compared to traditional golems. But
it is entirely possible that I am simply
anthropomorphising these creatures.

75
PLATINUM ANGEL
Huge Construct, Unaligned


Armor Class 21 (natural armor, shield)
Hit Points 162 (13d12 + 78)
Speed 10 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 23 (+6) 6 (–2) 14 (+2) 6 (–2)

Skills Perception +6
Damage Immunities poison, radiant; bludgeoning, piercing,
and slashing from nonmagical attacks
Condition Immunities blinded, charmed, exhaustion,
frightened, paralyzed, petrified, poisoned, stunned
Senses blindsight 60 ft., passive Perception 16
Languages understands Celestial but can’t speak
Challenge 9 (5,000 XP) Proficiency Bonus +4

Immutable Form. The angel is immune to any spell or effect
that would alter its form.
Magic Resistance. The angel has advantage on saving throws
against spells and other magical effects.
Magic Weapons. The angel’s weapon attacks are magical.
Recharge. While the angel’s sunsoul beam is recharging, its
unending trait does not function.
Unending. If damage would reduce the angel to 0 hit points, it
must make a Constitution saving throw with a DC of 5 + the
damage taken, unless the damage is force, thunder, or from a
critical hit. On a success, the angel drops to 1 hit point instead.

ACTIONS
Multiattack. The angel makes two Platinum Blade attacks.
Platinum Blade. Melee Weapon Attack: +10 to hit, reach 10
ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 9 (2d8)
radiant damage.
Reconstitution. The angel touches another construct or
inorganic object. The target regains 18 (4d8) hit points.
Sunsoul Beam (Recharge 6). The angel unleashes a beam
of golden energy forming a line 120 feet long and 5 feet wide.
Each creature and object in the line must succeed on a DC 14
Dexterity saving throw or take 45 (10d8) radiant damage. The
target is disintegrated if this damage leaves it with 0 hit points.
A disintegrated creature and everything it is wearing and
carrying, except magic items, are reduced to a pile of fine gray
dust. The creature can be restored to life only by means of a
true resurrection or a wish spell.

REACTIONS
Spark of Preservation. If damage would reduce another
creature within 30 feet of the angel to 0 hit points, the angel can
have that creature drop to 1 hit point instead.

76
I
PUTTO There is no greater joy than seeing
ENCOUNTER HOOKS
D4
1
Appearance
The party discovers an arcane ritual to summon a putto in
a smile bloom on a putto’s face. an ancient book.
n the celestial realm, small putto 2 A putto has disguised themselves as a street urchin, and
guides the characters through the city.
angels zip through the clouds laughing and
3 Another angel hires the party to find their putto ally,
singing. Putto are the smallest angels, and who went missing while delivering a message to a cleric
resemble young, chubby-cheeked children several months before.
in both body and mind. They have large 4 A choir of putto asks the party to help drive off a group of
golden eyes, small noses, and a limitless joy griffons that are harassing them.
for the little pleasures in life. Putto are excellent
judges of character and will only reveal themselves
to those they deem kind and honorable. If a putto PUTTO
Tiny Celestial, Typically Chaotic Good
does not like you, it will act surprisingly similarly
to a pixie, and play minor pranks. Putto have a —
Armor Class 12 (natural armor)
particular love for children, and sometimes find Hit Points 10 (3d4 + 3)
Speed 30 ft., fly 30 ft.
their way to the mortal realm just to join in on —
playground games and parties. STR DEX CON INT WIS CHA
5 (–3) 13 (+1) 12 (+1) 8 (–1) 13 (+1) 15 (+2)
Beloved of Angels. Putto are generally the weakest —
Skills Insight +3
angels in celestial courts, but they are beloved by Damage Resistances radiant; bludgeoning, piercing, and
slashing damage from nonmagical attacks
all the great angels. Putto embody the innate purity Senses darkvision 60 ft., passive Perception 14
of angels. Unlike their other kin, who are often Languages Celestial, Common
consumed with thoughts of war and destiny, putto Challenge 1/8 (25 XP) Proficiency Bonus +2
only seek to spread joy and love to all denizens of —
Magic Weapons. The putto’s weapon attacks are magical.
the celestial realm. Unfortunately, putto’s naivete Sense Malice. The putto has advantage on Wisdom (Insight)
often causes trouble, despite their good intentions. checks made to assess whether a creature is lying or holds
malicious intentions.
Unlimited Compassion. Putto have a child’s
compassion. When they see a wounded or ACTIONS
Unarmed Strike. Melee Weapon Attack: +0 to hit, reach 5 ft.,
distressed creature, they seek to soothe the one target. Hit: 1 bludgeoning damage.
creature’s emotions. With a simple kiss on the Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft.,
cheek, the putto can mend a creature’s flesh and one target. Hit: 5 (1d6 + 2) piercing damage.
soul. Only creatures with hearts of pure stone can Putto Kiss. The putto places a kiss upon a creature within 5 feet
resist smiling after a putto’s hug. of it. The target regains 4 (1d4 + 2) hit points and any effects
causing the target to be frightened or poisoned end. Once a
In the Mortal Realm. Putto spend most of their creature receives a putto’s Putto Kiss, it can’t benefit from the
effect of any putto’s Putto Kiss for the next 24 hours.
time in celestial courts, but will occasionally
find themselves in the mortal realm on missions
or errands for their masters. They are prone to
distraction, and will often spend months, or even
decades, pursuing their own childish interests.

77
Created Alongside OmegaScales
SECUTOR ENCOUNTER HOOKS

S
May I be as loyal as wolf, D6 Appearance
1 The party is tasked to escort a young noble through a
As clever as a raven, dangerous passage. The noble has a pet raven, which is
And as strong as a secutor actually a secutor in disguise.
2 A secutor guards an ancient shrine and the party must
— Common Prayer either defeat it or sneak around it.
ecutors are the watchdogs of 3 A pair of secutors have been corrupted and now serve an
heaven. These armored sentinels evil priest as enforcers.
serve as wardens of holy sites and 4 A group of werewolves has captured a secutor and plans to
sacrifice it to primal god.
precious items, sometimes even entire
5 A dying priest tasks the party to retrieve the components to
roads, villages, and caravans. These create a secutor, so that the priest temple will be defended
guardians can transform into fearsome after their death.
direwolves or nimble ravens. This gives them 6 A secutor follows the party through the ruins of an ancient
incredible flexibility. Most of their time is spent temple and will attack if they defile the sacred ground.
in their raven form, so they can covertly watch
their charges without garnering attention. Mortal TACTICS
kings and high priests might also attract a secutor
Disengage and Fly. The secutor will Disengage
to serve as a bodyguard. Alternatively, if a mortal
as an action and transform into a raven using its
is given a powerful magic item by a seraph, the
bonus action so it can easily escape.
seraph might send a secutor to help guard it.
Secutors are expert warriors and will use swords, Ambush. The secutor will pretend to be a normal
bows, and claws to protect their wards. raven before transforming and ambushing
its opponents.
Loyal Guardians. Secutors are loyal above all.
They will not betray their masters, but they have
enough agency to avoid fighting to the death. If a
secutor believes it will be killed, it will often flee in
raven form to either warn their master or gather
reinforcements. Secutors can be summoned by
those with noble hearts, who offer a sacrifice in
exchange for a selfless goal.
Creation. Secutors are created when the heart of a
direwolf and a raven feather are submerged in the
blood of a powerful angel. They are a combination
of direwolf’s loyal spirit, a raven’s clever mind, and
an angel’s indomitable will.

78
SECUTOR Bite (Canine Form Only). Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the
target is a creature that’s Large or smaller, it must succeed a DC
Medium Celestial (Shapechanger), Typically Lawful Good
13 Strength saving throw or be knocked prone.

Armor Class 16 (breastplate, or natural armor) Claws (Canine or Raven Form Only). Melee Weapon Attack: +5
Hit Points 45 (6d8 + 18) to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage or
Speed 30 ft. (60 ft. in canine form, 50 ft. fly in raven form) 4 slashing damage if in raven form .

STR DEX CON INT WIS CHA Greatsword (Celestial Form Only). Melee Weapon Attack: +5
17 (+3) 14 (+2) 16 (+3) 10 (+0) 15 (+2) 13 (+1) to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) radiant damage.

Skills Perception +4, Stealth +4 (+6 in raven form) Survival +4 Longbow (Celestial Form Only). Ranged Weapon Attack:
Damage Resistances lightning; bludgeoning, piercing, and +4 to hit, range 120/480 ft., one target. Hit: 6 (1d8 + 2)
slashing damage from nonmagical attacks piercing damage.
Damage Immunities poison, radiant Spellcasting. The secutor casts one of the following spells,
Condition Immunities frightened, poisoned requiring no material components and using Wisdom as the
Senses darkvision 60 ft., passive Perception 14 spellcasting ability (spell save DC 12):
Languages Celestial, Common
Challenge 4 (1,100 XP) Proficiency Bonus +2 At will: detect evil and good, light, message
1/day each: locate object, locate creature

Keen Smell (Canine Form Only). The secutor has advantage on
Wisdom (Perception) checks that rely on smell. BONUS ACTIONS
True Mimicry (Raven Form Only). The secutor can mimic Change Shape. The angel polymorphs into a large canine or tiny
simple sounds and voices it has heard. A creature that hears raven, or back into its true form, which is celestial. Its statistics,
the sounds can tell they are imitations with a successful DC 13 other than its speed and size, are the same in each form. When it
Wisdom (Insight) check. transforms into its animal forms, any equipment it is wearing or
carrying is absorbed. It reverts to its true form if it dies.
ACTIONS
Multiattack. The secutor makes two attacks: two with its
Greatsword or Longbow (celestial form) or one with its Bite and
one with its Claws (canine form).

79
SHEDU Protectors of the Sacred. After they brought the
people the light of the sun, the role of the shedu
changed. Transitioning from teachers to guardians

T
And so the sun was placed in their horns of the legacy they helped to foster, the Shedu
A gift, to be shared among the faithful sought out places of great worship, becoming their
For the light of the sun is the light of life! protectors. With an arsenal of miracles and powers
The givers are now the guardians at their disposal, the shedu are mighty guardians,
and the more reverence and sacred significance a
— The Dawnchant, Verse 79 place holds, the more powerful the shedu guarding
he shedu are ancient and
stern but noble bringers of it. Even if one guardian falls, a natural order seems
wisdom and protectors of the to fall into place; the next shedu to take up the
disenfranchised. They bear the mantle will interact similarly with the holy site,
bodies of a great bull, the wings of and with time, they too will become just as strong
an eagle, and horned, humanoid as the first.
heads, their faces wizened and strong. Though Shedu protect holy sites, such as ancient temples,
the shedu tend to keep to themselves, they are graves, and sacrificial basins. Any site a shedu
nonetheless welcoming to worshippers and protects enjoys layers of additional protection
pilgrims that they meet, so long as their intentions through its spellcasting. It uses magic such as the
are honest. With no tolerance for evil or glyph of warding, hallow, and magic circle spells
wickedness, a shedu simply cannot bear treachery to secure it from intruders. A shedu protects its
in its midst. It strikes evildoers down where they holy site, but will only use lethal force when the
stand, showing no mercy for those that seek to intruding creature aims to defile or destroy the
spread corruption throughout the lands. area it protects. Dragons, Fiends, or Undead are
slain on sight, as sheducommonly deem their very
Envoys of the Sun. Many cultures have myths presence corrupting. It allows arriving pilgrims
and legends about the shedu. The most popular to pay reverence to the holy site, but not directly
mythologies say that the shedu bear a part of the enter it, unless it deems them worthy.
sun itself between their horns. This piece of living
sunlight was granted to them by a deity of light,
marking them as the intermediaries between the
people and the sun. Though this connects them
closely to various sun worshippers, depictions of
shedu have been found to have existed
long before the emergence of these
religions, and they likely precede
the foundation of the celestial and
mortal realms.

80
SHEDU
ENCOUNTER HOOKS Large Celestial, Typically Lawful Good


Armor Class 16 (natural armor)
D4 Appearance
Hit Points 127 (15d10 + 45)
1 At the top of a great ziggurat, a shedu guards a sword of Speed 40 ft., fly 80 ft.
sunlight.

STR DEX CON INT WIS CHA
2 A shedu has descended from the celestial realm to take 22 (+6) 10 (+0) 17 (+3) 16 (+3) 18 (+4) 14 (+2)
back a sacred relic because it does not believe mortals
worthy of possessing it. —
Saving Throws Con +6, Wis +7, Cha +5
3 A shedu asks the characters to retrieve a piece of Skills History +6, Insight +7, Perception +7, Religion +6
sunlight that has been stolen by a demonic cult. Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks
4 A shedu’s temple is surrounded by an undead horde and the Senses darkvision 60 ft., passive Perception 18
party is asked to help the shedu defend its home. Languages Celestial, Common, Draconic, Infernal
Challenge 8 (3,900 XP) Proficiency Bonus +2
TACTICS —
Magic Resistance. The shedu has advantage on saving throws
against spells and other magical effects.
Stand and Fight. The shedu will try to stay in the Magic Weapons. The shedu’s weapon attacks are magical.
area of a hallow spell and attack targets within Sense Deceit. The shedu has advantage on Wisdom (Insight)
the radius. checks made to discern lies.

Trample. The shedu will focus its attacks on a Stalwart Protector. While the shedu is within 120 feet of a holy
site, consecrated grounds, or an area affected by the hallow
single target: trying to knock it prone with its spell, it is immune to the charmed and frightened conditions.
Gore and then smash it with two Hooves.
ACTIONS
Multiattack. The shedu makes one Gore attack and two
Hooves attacks.
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 15 (2d8 + 6) piercing damage. If the target is a creature,
it must succeed on a DC 17 Strength saving throw or be
knocked prone.
Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 13 (2d6 + 6) bludgeoning damage.
Invisibility. The shedu becomes invisible until it attacks or
casts a spell. The shedu can only use this action if it is under the
benefits of its Stalwart Protector trait. The invisibility ends early
if it loses the benefits of its Stalwart Protector trait.
Spellcasting. The shedu casts one of the following spells,
requiring no material components and using Wisdom as the
spellcasting ability (spell save DC 15):
At will: alarm (as an action), detect evil and good, detect magic,
see invisibility
1/day: greater restoration, hallow (as an action)

81
T
VALKYRIES Shield Maidens. The greatest warriors of the
valkyrie are known as shield maidens. Masters of
protection, they use their shields to strike down
Rejoice, fallen warrior! For your glorious their enemies and protect their allies. Female
death has earned you a seat in the great warriors who die particularly valiant deaths and
halls of Valhalla. are brought to Valhalla upon death are sometimes
he valkyries are female angels reborn as valkyrie shield maidens.
of battle who shepherd the valiant Valhalla. The great hall of warriors is a demiplane
dead to the demiplane of Valhalla. in the celestial realm. When a warrior who
Typically, valkyries have golden hair worships a deity with ties to Valhalla dies a true
and wear great winged helms, but warrior’s death, the valkyries bring their soul to
their appearances can vary greatly. Valhalla. In this demiplane, warriors train all day
These angels live for the thrill of the fight; nothing with valkyries out in the snowy mountain peaks,
gives a valkyrie greater joy than fighting an epic before drinking and feasting all night in a mighty
duel and proving their strength. Valkyries are longhouse. The valkyries believe this prepares the
masters of fighting with a shield and spear, wielding warriors to one day defend the celestial and mortal
them alongside powerful lightning magics. Unlike realms from the cataclysmic end of the world and
legion angels, valkyries fight both individually death of the gods. Only those the valkyries deem
and in large groups. Valkyries are usually quick to worthy can enter Valhalla.
anger, but once you have earned their respect, their
loyalty will endure even beyond death. Hirith Kona. The Hirith Kona, or valkyrie
stormcallers as they’re sometimes called, are the
Mounted Death. Valkyries are some of the greatest most powerful of the valkyries. These angels have
mounted combatants in all the realms. Pegasi are dedicated themselves to studying evocation and
drawn to them and often serve as their mounts divination magic in a furious effort to prevent the
in combat. The sound of thundering hooves and end of the world. A council of Hirith Kona leads
crackling lighting heralds a valkyrie’s appearance.

82
the valkyries, sending them on missions in the
material and celestial planes. Only a unanimous
vote of the council can send the valkyries to war.
VALKYRIE
Medium Celestial (Angel), Typically Chaotic Good

Gathering Spirits. When a valkyrie travels to the —


Armor Class 16 (studded leather, shield)
mortal realm to gather worthy souls, a Hirith Hit Points 52 (8d8 + 16)
Speed 30 ft
Kona will project their body using the astral

STR DEX CON INT WIS CHA
projection spell. Instead of sending the valkyries’ 16 (+3) 14 (+2) 14 (+2) 12 (+1) 14 (+2) 16 (+3)
spirits to the astral sea, the Hirith Kona send —
Skills History +3, Intimidation +5
them to battlefields throughout the mortal world. Damage Resistances lightning, thunder
Valkyries then find willing warriors to join them Condition Immunities exhaustion
in Valhalla. A valkyrie can only be killed if its Senses passive Perception 12
Languages Celestial, Common, and two other languages
soul string is severed in the mortal realm, or they Challenge 2 (450 XP) Proficiency Bonus +2
are killed in Valhalla. If a spell would return the —
Aura of Bravery. While it’s conscious, the valkyrie emits a
soul of a creature in Valhalla to life, it returns to magical aura of valiance in a 20-foot-radius around her. She and
life only if the valkyrie who brought them there allied creatures within the aura gain advantage on saving throws
to resist being frightened.
allows it. If that valkyrie is dead, the resurrection
Cavalier. While the valkyrie is mounted and isn’t incapacitated,
works as normal. she gains the following benefits:
DM’s Note • She can force any attack targeting her mount to target
The valkyries traditionally serve the gods of the Norse her instead.
pantheon, but this can easily be changed to fit your setting. • She has advantage on saving throws to avoid falling off
Valkyries can be the servants of any chaotic god of war, her mount.
storms, or prophecy. You can even have the valkyries • If she falls off its mount, she can land on her feet.
• If she or her mount would be subjected to an effect that
working for their own ends, without a heavenly master.
allows her to make a Dexterity saving throw to take half
damage, she instead takes no damage on a successful save,

ENCOUNTER HOOKS and only half damage if she fails.

Storm’s Chosen. Whenever the valkyrie hits a creature with a


D4 Appearance weapon attack, she can affect the target in one of the following
1 The party visits the site of a recent battle and finds a ways (her choice):
valkyrie speaking to the corpses there. • The target takes an extra 3 (1d6) lightning damage from
2 The party is recruited to rescue a valkyrie who has been the attack.
captured by a demonic cult. • The target must succeed on a DC 13 Strength saving throw
or be pushed 10 feet in a straight line away from the valkyrie.
3 The party must gain entry to Valhalla in order to speak to • The next attack roll made against the target until the end of
a soul there who has vital information. the valkryie’s next turn has advantage.
4 The party discovers a Hirith Kona who has abandoned
Valhalla and gives mad prophecies in an isolated hovel. ACTIONS
5 A group of valkyries challenge the party to a duel. Multiattack. The valkyrie makes two spear attacks.
6 The party finds a valkyrie’s helm in a treasure hoard and a Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
valkyrie shield maiden comes to reclaim her sister’s helm. range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or
7 (1d8 + 3) piercing damage.

TACTICS REACTIONS
Call of Valhalla (Recharge 6). Whenever a humanoid creature
Ride and Die. Valkyries typically fight mounted. within 60 feet of the valkyrie that it can see would drop to 0 hit
points or die, the valkyrie intervenes and the target drops to 1
They will use their mount’s high move speed to hit point instead.
engage, attack, and then get out of melee range by
having its mount Disengage.
Knock em’ Dead. Valkyries will first use their
Storm’s Chosen feature to knock their opponents
prone so they and their allies have advantage on
subsequent attacks.

83
83
VALKYRIE SHIELD MAIDEN
Medium Celestial (Angel), Typically Chaotic Good
Storm’s Chosen. Whenever the valkyrie hits a creature with a
weapon attack, she can affect the target in one of the following
ways (her choice):

— • The target takes an extra 3 (1d6) lightning damage from


Armor Class 16 (studded leather, shield) the attack.
Hit Points 69 (10d8 + 24) • The target must succeed on a DC 14 Strength saving throw or
Speed 30 ft. be pushed 10 feet in a straight line away from the valkyrie.

STR DEX CON INT WIS CHA
• The next attack roll made against the target until the end of
18 (+4) 15 (+2) 16 (+3) 12 (+1) 15 (+2) 17 (+3) the valkryie’s next turn has advantage.


Skills History +3, Intimidation +5 ACTIONS
Damage Resistances lightning, thunder Multiattack. The valkyrie makes two spear attacks and one shield
Condition Immunities exhaustion bash attack.
Senses passive Perception 12
Languages Celestial, Common, and two other languages Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
Challenge 4 (1,100 XP) Proficiency Bonus +2 range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8
(1d8 + 4) piercing damage if used with two hands.

Aura of Bravery. While it’s conscious, the valkyrie emits a magical Shield Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one
aura of valiance in a 20-foot-radius around her. She and allied target. Hit: 6 (1d4 + 4) bludgeoning damage. If the target is a
creatures within the aura gain advantage on saving throws to creature, it must succeed on a DC 14 Strength saving throw or be
resist being frightened. knocked prone.
Cavalier. While the valkyrie is mounted and isn’t incapacitated, Protective Stance. The valkyrie raises its shield. Until the
she gains the following benefits: beginning of their next turn, the valkyrie grants half cover to itself.
• She can force any attack targeting her mount to target Additionally, while a creature allied to the valkyrie that’s Medium
her instead. or smaller remains within 5 feet of it, that creature also gets
• She has advantage on saving throws to avoid falling off half cover.
her mount.
• If she falls off its mount, she can land on her feet. REACTIONS
• If she or her mount would be subjected to an effect that Call of Valhalla (Recharge 5-6). Whenever a Humanoid
allows her to make a Dexterity saving throw to take half creature within 60 feet of the valkyrie that it can see would drop
damage, she instead takes no damage on a successful save, and to 0 hit points or die, the valkyrie intervenes and the target drops
only half damage if she fails. to 1 hit point instead.
Protection. Whenever a creature the valkyrie can see attacks
another target within 30 feet of the valkyrie, the valkyrie imposes
disadvantage on the attack roll.

84
HIRITH KONA, Storm’s Chosen. Whenever the valkyrie hits a creature with a
weapon attack, she can affect the target in one of the following

VALKYRIE STORMSUMMONER ways (her choice):


• The target takes an extra 3 (1d6) lightning damage from
Medium Celestial (Angel), Typically Chaotic Good the attack.
— • The target must succeed on a DC 13 Strength saving throw or
Armor Class 13 (16 with mage armor) be pushed 10 feet in a straight line away from the valkyrie.
Hit Points 97 (15d8 + 30) • The next attack roll made against the target until the end of
Speed 30 ft. the valkryie’s next turn has advantage.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 14 (+2) 15 (+2) 18 (+4) ACTIONS
— Multiattack. The valkyrie makes two spear attacks, then uses
Saving Throws Con +5, Wis +5 spellcasting. If it’s concentrating on the call lightning spell, she
Skills History +5, Intimidation +7, Religion +5 can replace her spellcasting to call down lightning.
Damage Immunities lightning, thunder
Condition Immunities exhaustion Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
Senses darkvision 60 ft., passive Perception 12 range 20/60 ft., one target. Hit: (1d6 +2) piercing damage, or 7
Languages Celestial, Common, plus any two languages (1d8 +2) piercing damage if used with two hands.
Challenge 5 (1,800 XP) Proficiency Bonus +3 Spellcasting. THe valkyrie casts one of the following spells, using
— Charisma as the spellcasting ability (spell save DC 15):
Aura of Bravery. While she’s conscious, the valkyrie emits a
magical aura of valiance in a 20-foot-radius around her. The At will: bless, mage armor*, thunderwave
valkyrie and creatures allied to her within the aura gain advantage 2/day each: gust of wind, shatter
on saving throws to resist being frightened. 1/day each: astral projection**, call lightning, wind wall

Cavalier. While the valkyrie is mounted and isn’t incapacitated, * The valkyrie casts this spell on herself before combat.
she gains the following benefits: ** The valkyrie can only cast astral projection on other valkyries,
• She can force any attack targeting her mount to target and projects them into the material plane from Valhalla, rather
her instead. than the astral plane.
• She has advantage on saving throws to avoid falling off
her mount. BONUS ACTIONS
• If she falls off its mount, she can land on her feet. Wind’s Grace. The valkyrie flies up to her speed without
• If she or her mount would be subjected to an effect that provoking opportunity attacks. If she’s in the air at the end of this
allows her to make a Dexterity saving throw to take half flight, she falls if nothing is holding her aloft.
damage, she instead takes no damage on a successful save,
and only half damage if she fails. REACTIONS
Call of Valhalla (Recharge 5-6). Whenever a humanoid
Seer. The valkyrie can’t be surprised and has advantage on
creature within 60 feet of the valkyrie that it can see would drop
initiative rolls.
to 0 hit points or die, the valkyrie intervenes and the target drops
to 1 hit point instead.

85
MAGIC ITEMS

ANGEL’S REMEMBRANCE Prayer for Protection. As an action, you can utter


a prayer, pleading for the spirit’s assistance. If the
Wondrous Item, Rarity Varies (Requires Attunement)
spirit is willing, it physically manifests within 10
Created Alongside Paulburt1 feet of you and can immediately take one action
These perfectly smooth, white marble stones each or bonus action before disappearing back into the
bear a large crack running down their center, remembrance.
from which a brilliant glow emanates. An angel’s Once this property has been used, it can’t be
remembrance is crafted from the soul of a dying used again until the next dawn. Sentience. The
celestial, so that they can continue their fight angel’s remembrance is a sentient object with
against evil even after death. the alignment and Intelligence, Wisdom, and
The celestial spirit housed within the Charisma scores of the celestial spirit housed inside
remembrance is a Celestial creature of it. It has hearing and sight out to a range of 120
the DM’s choosing, which determines the and retains any special senses it had in life.
remembrance’s rarity, as shown in the Angel’s The remembrance can read and understand the
Remembrance table. languages it knew in life and can’t communicate
You can attune to the remembrance only if the with its wielder, except when they use its
spirit within is willing. Prayer for Guidance property. While you are
Prayer for Guidance. While holding the attuned to it, the spirit also understands every
remembrance, you can perform a 10 minute language you know.
communion ritual to speak with the spirit of the Challenge Rating of Celestial Rarity
deceased celestial spirit inside. Upon the ritual’s 1–5 Rare
conclusion, you can speak with the spirit of the 6–10 Very rare
deceased celestial, as per the commune spell. 11–15 Legendary
Once this property has been used, it can’t be 16+ Artifact
used again for 7 days.

86
ARGENT ARROWS
Ammunition, Uncommon
Each shot with these magic arrows
leaves a glistening trail of light in
its wake. Whenever you hit a target
with an attack made with this piece of
magic ammunition, the target becomes
surrounded by light until the end of your
next turn. While this light persists, the
target sheds bright light in a 10-foot-radius BAND OF VERACITY
around it and dim light for an additional 10 Ring, Rare (Requires Attunement)
feet and it can’t benefit from being invisible.
Additionally, the next attack roll made against
Created Alongside TJ Banks
This platinum band is adorned with carvings of
the illuminated target is made with advantage.
eyes and celestial runes. While wearing this ring,
Once it hits a target, the ammunition is no
you can use an action to speak its command word
longer magical.
and have it ignite in a silvery flame. While this
“A volley of angelic arrows is both beautiful flame persists, the ring sheds bright light in a 5
to 20-foot radius and dim light for an additional
and terrible to behold” — Professor Gilroy number of feet equal to the chosen radius. You can
alter the radius as a bonus action or extinguish it
ARMOR OF DIVINE EMBRACE
EMBRACE outright. The bright light produced by this ring
Armor (Heavy), Rare (Requires Attunement) can illuminate areas of magical darkness, provided
While you wear this beautifully that the darkness was created by a spell or
detailed armor, you gain a +1 magical effect of 5th level or lower.
bonus to saving throws. Additionally, invisible creatures in the
Additionally, whenever you ring’s bright light cast a visible shadow and
drop to 0 hit points and don’t can’t benefit from being invisible, while
die outright while you wear this Shapechangers and creatures that have been
armor, you can drop to 1 hit point transformed by magic cast a shadow that
instead. Immediately afterwards, reveals their original forms. Furthermore, visual
roll a number of d6s equal to illusions in the bright light are revealed and
your proficiency bonus. You do not cast shadows.
gain temporary hit points
equal to the result, which Dear Future Gilroy,
last for 1 minute. When speaking to an
ophanim, do not attempt
To be held in an
to do so in disguise. It
angel’s arms:
does not work.
there is no
Sincerely,
greater comfort.
Past Gilroy

87
BEACON
Armor (shield), rare (requires attunement) “May this shield shine as brightly
This silver shield, emblazoned as your soul.” — Seraph Aurelia
with the symbol of a lighthouse, is to her new Dawn Knight
a powerful artifact once owned by
the seraph, Maria. The shield has 4 BOTTLED WORDS
charges for the following properties. Potion, Rarity Varies
The shield regains 1d4 expended When an angel dies, they can
charges daily at dawn. manifest their final words as a golden
Signal Flare. As an action while you mist. This mist can be stored in a
hold the shield, you can expend 1 of its diamond bottle inscribed with celestial
charges and aim Beacon up to the sky, runes, holding the power for future
unleashing a beam of brilliant golden imbibement. When you inhale this
light in a line that is 500 feet long and 5 potion, you can immediately produce one
feet wide. The beam can be seen from up of the following effects, depending on the
to 5 miles away. You can use your action kind of word stored in the bottle, as shown in
on subsequent turns to maintain the beam, the Bottled Words table.
which lasts up to 1 minute. The beam ends
early if you use your action to do anything else, Bottled Words
Type of Word Effect Rarity
you leave your space, or you are knocked prone.
Hope You regain all your hit points, Legendary
Blinding Beam. While you hold the shield, you can all poisons affecting you are
expend 2 of its charges as a bonus action to send neutralized, and you are cured
of all diseases. Additionally,
a targeted beam of light towards a creature that you regain up to one expended
you can see within 60 feet of you. The target must spell slot of a level up to your
make a DC 15 Constitution saving throw. On a proficiency bonus.
failure, the creature takes 2d6 radiant damage and Peace For 1 minute, attack rolls made Very Rare
against you are made with
becomes blinded for 1 minute. On a successful disadvantage and you have
save, the creature takes half as much damage and advantage on saving throws
isn’t blinded. The blinded target can repeat the against spells and other magical
effects.
saving throw at the end of each of its turns, ending
Vengeance You can immediately cast the Legendary
the effect on itself on a success. power word kill spell, using
Light of the Dawn. While you hold the shield, you Charisma as the spellcasting
ability.
can use your action to raise it aloft and expend A creature killed this way cannot
3 of its charges to release a burst of light in a be returned to life by any means
30-foot-radius around you that spreads around short of a wish spell.
corners. Each allied creature within the area
that can see the light gains 10 temporary hit
points. Additionally, if any of this area overlaps
CRESCENT WEAPON
Weapon (any melee weapon), uncommon
with an area of darkness created by a spell or
magical effect, that spell or magical effect is Usually adorned with moonstone, sparkling
suppressed for 1 hour. silver, and some lunar imagery, this weapon bears
the strength of the moon at its heart. You can use
the Attack action to make a special ranged attack
with this magical weapon, producing an arc of
radiant energy. The special attack is a ranged
spell attack with a short range of 30 feet and a
long range of 60 feet. You are proficient with it,
and you add your Strength or Dexterity modifier

88
(your choice) to its attack and damage rolls. Its
damage is radiant, and it uses the same damage
die as the weapon. If you’re able to make multiple
attacks with the Attack action, this attack replaces
one of them.

CROWN OF THE
HEAVENLY MONARCH
Wondrous Item, Legendary (Requires Attunement)
A crown forged from a seraph’s broken halo,
this mystical crown was bestowed upon a great
champion of the heavens, marking them as equal
to the seraphs on high.
Angelic Armaments. As a bonus action, you may DISKS OF DISGUISE
choose any weapon with which you are proficient. Wondrous Item, Uncommon (Requires Attunement)
You manifest a divinely infused magical weapon This pair of thin, golden disks are attached to a
of the chosen kind. You have a +3 bonus to attack platinum headband. They disrupt the magical
and damage rolls made with this magic weapon. processing used by constructs to identify
Additionally, whenever you hit a creature with a individuals. While wearing the headband, you are
weapon attack, you can choose for the weapon to invisible to any Construct without truesight.
deal radiant damage instead of its normal weapon
damage type.
“An artificial intelligence is simply a
The weapon remains until you drop it, collection of basic, magical processes that
whereupon it fizzles out of existence. can be easily fooled with the most basic of
Celestial Majesty. You can speak, read, and write devices.” — Katherine Kane
Celestial, and you gain advantage on Charisma
(Intimidation) and Charisma (Persuasion) checks
made to interact with Celestial creatures.
Additionally, your creature type changes
to Celestial.
Divine Magic. As an action, you may cast any spell
of 3rd-level or lower from the cleric or paladin
spell list using the crown. Once this property is
used, it can’t be used again until the next dawn.
Heavenly Transport. You can cast the plane shift
spell using the crown. When you cast plane shift in
this way, you must transport yourself to either the
Material Plane, or one of the Upper Planes. Once
this property is used, it can’t be used again until
the next dawn.
Wings of the Heavens. As a bonus action, you can
manifest luminous, spectral wings, which remain
until you use a bonus action to dismiss them, you
are reduced to 0 hit points, or you die. While the
wings persist, you gain a flying speed of 60 feet.

89
Executioner’s Strike. The weapon has 3 charges,
regaining 1 expended charge daily at dawn,
provided you say a brief prayer of forgiveness to a
deity determined by the DM.
You can expend 1 of the weapon’s charges to deal
an extra 2d6 slashing damage to one creature you
hit with a weapon attack using the weapon if you
have advantage on the attack roll.
Additionally, whenever you would make
a weapon attack with the weapon against an
incapacitated creature, you can spend 3 of
the weapon’s charges to cause the attack to
automatically hit and deal an extra 9d6 slashing
DIVINE BRACERS damage. If a creature dies from this attack, it can’t
Wondrous Item, Uncommon (Requires Attunement)
be resurrected by any means short of a wish spell.
These golden bracers are etched with scenes
of victorious angels. While wearing these HILT OF THE BELIEVER
magical bracers, whenever you make a Wisdom Weapon (Any Club or Quarterstaff), Very Rare
or Charisma saving throw, you may roll a d4 (Requires Attunement)
and add the number rolled to the result of that This is the hilt of a once-great weapon that—even
saving throw. You cannot gain these benefits if after being almost entirely destroyed—still holds
you were forced to make that saving throw by a immense power. You gain a +2 bonus to attack
Celestial creature. rolls and damage rolls made with this magic
“May your mind and spirit never falter, weapon and you can’t be forcibly disarmed of it
and your soul shine brighter than the while you’re conscious.
stars” — Blessing of Maria Righteous Fury. As a bonus action, while wielding
this weapon, you may recite a holy prayer of war
DIVINE WEAPON to enter a rage, as per the Rage feature of the
Weapon (Any Melee Weapon), Rare barbarian. While you’re raging in this way, if you
(Requires Attunement) are not a barbarian, you are considered to be a 1st-
level barbarian for the purposes of determining
This weapon is designed with the motifs and
your Rage damage and attacks made with this
flourishes of a particular deity or Celestial
weapon add Rage damage of whether you used
creature, taking on symbolic etchings of their
Strength or not.
influence.You gain +1 bonus to attack and damage
Once you use this property, you can’t do so
rolls made with this magic weapon and when you
again until you finish a long rest, or until you
attack with it, may use your Wisdom or Charisma
experience a profound loss (DM’s discretion).
modifier (your choice), instead of Strength or
Dexterity, for the attack and damage rolls.
When the seraph Augustus was killed
EXECUTIONER’S BLADE by the shadow dragon Alagoth, the
Weapon (Any Weapon that Deals Slashing Damage),
Rare (Requires Attunement)
dragon’s shadowflame melted the
angel’s legendary axe, leaving only its
You gain a +1 bonus to attack and damage
rolls made with this magic weapon and you hilt behind.
roll one additional weapon damage die when
determining the extra damage for a critical hit
with this weapon.

90
INK OF TRUTH with this weapon, you or a creature you can see
within 30 feet regains 1d10 + your Charisma
Wondrous Item, Common
modifier hit points.
This 1-ounce bottle of ink prevents lies from being
Only the Worthy. Whenever you make an attack
written with it. A creature that writes with this ink
roll with this weapon and roll a 1 on the die or
cannot write a deliberate lie.
you make a saving throw against a spell or other
magical effect and fail by 5 or more, you must
What is truth and what are lies? succeed on a DC 15 Charisma saving throw or
Are truths merely the lies honest men hide gain 1 level of exhaustion. Levels of exhaustion
behind? Or are lies just the truths honest gained this way can’t be reduced by magical means.
Additionally, while you have one or more levels
men refuse to hear? of exhaustion gained from the hammer, you have
— Inscription on the Tomb of Marcus, vulnerability to radiant damage.
Arbiter of Augustus, Author Unknown
Sic Semper Tyrannis,
“Thus always to Tyrants”

LANTERN OF PROVIDENCE
Wondrous Item, Common
This magical bullseye lantern requires no oil, and
its light produces a divine splendor accompanied
JUSTICE’S GAVEL by the sound of a distant, angelic choir.
Weapon (Maul or Warhammer), Legendary
(Requires Attunement) “And let the light of angels shine upon this
Created Alongside Carrie Murphy mortal world!” — Inscription
Designed after the gavel of a celestial court judge,
this hammer brings the weight of heavenly law
down upon those before it. You gain a +3 bonus LIQUID MOONLIGHT
to your attack and damage rolls made with this Potion, Rare
magic hammer. Additionally, whenever you hit a When you drink this potion, you exude a silver
creature with a weapon attack with the hammer, light for 10 minutes. While these effects last, you
you can choose for the hammer to deal radiant gain resistance to bludgeoning, piercing, and
damage instead of its normal weapon damage type. slashing damage from nonmagical attacks and have
The hammer has 8 charges for the following advantage on ability checks and saving throws
properties. The hammer regains 1d6 + 2 expended made to discern illusions. Additionally, you shed
charges daily at dawn. bright light in a 15-foot-radius and dim light for
Crush the Unworthy. Whenever you hit a creature an additional 15 feet. Swirls of crushed moonstone
with a melee attack using the hammer, you can glimmer in this thick, clear liquid.
expend 1 of its charges to make a DC 15 Charisma
saving throw. On a failure, the target is either “Drink deep of a light purer than the sun and
knocked prone or pushed 10 feet in a straight line
away from you (your choice). If the saving throw
softer than the stars” — Moonkin prayer
fails by 5 or more, the target is blinded until the
end of its next turn.
Reward the Just. Whenever you reduce a creature
of challenge rating 1/4 or higher to 0 hit points

91
LIQUID SUNLIGHT
Potion, Rare
Flecks of platinum and swirls of
diamond dust glitter in this syrupy,
golden liquid.
When you drink this potion, you
exude a radiant light for 10 minutes.
While these effects last, you gain
resistance to necrotic and radiant
damage. Additionally, you shed
bright light in a 15-foot-radius and
dim light for an additional 15 feet.

“When the seraph Maria


found her brother dead,
tears of sunlight slipped
through her hands and fell
to the earth as glittering
flecks of radiant magic.”
— Except from Memories
of Maria: My Service to
a Seraph by Arbiter Talos

LUTE OF ANGELS
Wondrous Item, Uncommon (Requires
Attunement by a Bard)
Crafted from a white oak tree at the center of a
celestial grove, this beautifully crafted lute was
made by a lesser angel as a gift to their lover.
Whenever you give a creature a Bardic Inspiration
die, choose another allied creature within 60 feet
of you that can hear you. That creature also gains
a Bardic Inspiration die, without you having to
expend a use of your Bardic Inspiration. Once you
have used this property, you must complete a short
or long rest before you may do so again.

MARTYR’S FINGERBONE
Wondrous Item, Uncommon (Requires Attunement)
This holy relic, held upon a chain necklace, holds
the will of the martyr: to give oneself to others
wholly and completely. While you wear this
necklace, whenever you expend a hit die during a
short rest in order to regain hit points, you may

92
instead choose another creature that Poisonous Defense. If you would
is a part of your short rest to regain be hit by a melee attack made
those hit points in your stead. by a creature within 10 feet of
Additionally, as an action, you can you, you can expend 1 of the
touch a creature and expend and roll weapon’s charges as a reaction to
a hit die. The target regains hit points conjure protective quicksilver vines.
equal to the result plus your Constitution Roll a d6 and add the number rolled to
modifier. Once you have used this property, your AC against the triggering attack,
you can’t do so again until you finish a potentially turning the hit into a miss. If
short or long rest. the attack misses, the attacker takes 2d6
poison damage.
MASK OF GOLDEN GLORY Quicksliver Step. As a bonus action, you can
Wondrous Item, Uncommon
expend 1 of the weapon’s charges to switch places
This brilliant, golden mask has the glory of with a creature within 5 feet of you, provided the
celestial majesty etched into its surface. Whenever creature is willing and isn’t incapacitated. This
you speak while you wear the mask, you can movement doesn’t provoke opportunity attacks. If
have it magically cause your voice to boom three you do, roll a d6. Until the start of your next turn,
times as loud. you or the other creature (your choice) gains a
Additionally, you gain advantage on Charisma bonus to AC equal to the number rolled for as long
(Persuasion) checks made to interact with Celestial as they remain within 5 feet of you.
creatures, and Charisma (Intimidation) checks
Sweet and Deadly. As a bonus action, you can
made to interact with Fiend creatures.
attempt to restore the weapon’s expended charges.
Make a DC 15 Wisdom saving throw. On a failure,
“I speak with the voices of angels; tremble you suffer a random bout of short-term madness,
and revere!” as determined by the DM. On a success, the
weapon regains all expended charges. Regardless,
MERCURIAL NIGHTSHADE each time you use this property after the first, the
Weapon (Rapier), Very Rare (Requires Attunement) DC increases by 5. When you finish a long rest,
A quicksilver rapier with highlights of deep purple the DC resets to 15.
along its edges, this venomous blade holds the Liquid silver—as poisonous as its namesake—
swift deadliness of nightshade. You gain a +2 but twice as beautiful.
bonus to attack and damage rolls made with this
magic weapon.
Additionally, the weapon takes the form of a
silver nightshade flower. As a bonus action, you
can transform the weapon into its blade form, or
vice versa. While in its flower form, the blade is
indistinguishable from a normal flower, except it
never wilts and is impervious to harm.
The blade 3 charges for the following properties.
The blade regains all expend charges when you
finish a long rest.
Fluid Blade. As a bonus action, you can expend
1 of the weapon’s charges to lengthen its
mercurial blade. The weapon gains the
Reach property until the start of
your next turn.

93
METEORITE METAL
Weapon (Any Melee Weapon), Very Rare
A weapon made from meteorite metal appears to
be normal silver, but under the light of the stars it
lets off a dazzling rainbow shimmer. You have a +2
bonus to attack and damage rolls made with this
magical weapon. In addition, the weapon has the
MAGNOLIA AMULET finesse property if it doesn’t already.
Celestial Guidance. When you roll a 1 on an attack
Wondrous Item, Common
roll made with the weapon, you can reroll the die
This magnolia flower is carved from moonstone and must use the new roll.
and hangs from a silver chain. It bears a small
topaz set at its center. While wearing this amulet, Otherworldly Punishment. You roll one additional
you always smell like sweet magnolia blossoms. weapon damage die when determining the extra
damage for a weapon attack made with the
weapon against an Aberration or Fiend.
“Well ain’t ya’ more beautiful than a
magnolia in May!” MOONLIGHT BAUBLE
Wondrous item, common (requires attunement)
— Janis, Flower hag, to Katherine Kane
While you wear this small silver bell necklace,
MAGNOLIA SHIELD you have advantage on ability checks made to see
Armor (Shield), Rare (Requires Attunement) through illusions and on saving throws against
illusion magic.
This shield resembles a large magnolia flower in
peak bloom and holds a large piece of amber with a
feather trapped inside set at its center. “It’s like lying under the full moon.” —Erlin
This shield has 3 charges for the following traits. saying, meaning “It’s futile.”
The shield regains all of its expended charges
daily at dawn.
Blossom in the Breeze. As a bonus action, you can
MOURNING SONG
Weapon (Rapier), Legendary (Requires Attunement)
expend 1 of the shield’s charges to transform into a
burst of magnolia petals and move up to half your Once a weapon of the gods, after eons of watching
speed without provoking opportunity attacks, its wielders die, Mourning Song has become little
before returning to your true form. more than a broken husk. You gain a +3 bonus
Charming Scent. As an action, you can expend 1 to attack and damage rolls made with this magic
of the shield’s charges to have it release a sweet, weapon. When you hit with an attack using
distracting scent in a 10 foot radius. Each other Mourning Song, the target takes an extra 1d4
creature within 10 feet of you must succeed on a radiant damage.
DC 14 Wisdom saving throw or become charmed Aura of Mourning. While you wield Mourning
by you for 1 minute, or until the target is more Song, it sheds bright light in a 30-foot radius
than 10 feet away from the shield. around it and dim light for an additional 30 feet.
This light is sunlight.
“The scent of magnolia blossoms fills the air, Courage is a Choice. If you fail a saving throw, you
redolent smells recede.” can choose to succeed instead. Once you have
used this property, you can’t do so again until
— The Dawnchant Verse 46 the next dawn.
Hail Glory. As a bonus action, you inspire those
around you to keep fighting. Any number of

94
willing creatures within 60 feet of you that can see
or hear you gain temporary hit points equal to half
PECULIAR PRISM
Wondrous item, common
your level + your proficiency bonus, which last
for 1 minute. Once a creature has gained these This strange, glass prism covered with runes holds
temporary hit points, that creature can’t again an inscrutable light that transfixes those that stare
until the next dawn. into it. While you hold the prism, you can spend
1 minute gazing into it and roll on the Peculiar
Mantle of Angels. While you wield Mourning
Prism table to create a random magical effect.
Song, allied creatures within 10 feet of you
Once used, this property can’t be used again until
deal an extra 1d4 radiant damage when it
the next dawn.
hits with a weapon attack.
Voice of Mourning. While Mourning
Song is on your person, your
Charisma score increases by 2. This
property cannot increase your Charisma Peculiar Prism effects
score above 20. d20 Effect
Sentience. Mourning Song is a sentient 1 The creature becomes incredibly disoriented and
lawful evil weapon with an Intelligence experiences extreme vertigo. The creature has
of 16, a Wisdom of 20, and a Charisma of disadvantage on attack rolls and ability checks for 1
hour.
26. It has hearing and darkvision out to a
2-5 The creature begins to see double. For 1 hour, the
range of 60 feet. creature has disadvantage on Dexterity (Acrobatics)
The weapon can read and understand Celestial and Wisdom (Perception) checks as well as Dexterity
and Common, and can communicate with saving throws.
its wielder telepathically. Its voice is deep 6-15 Nothing happens, the prism is just incredibly
and imposing. While you are attuned to perplexing.

it, Mourning Song also understands every 16-19 The creature gains a glimmer of foresight. Once in
the next hour, when the creature makes an attack roll,
language you know. ability check, or saving throw, it can roll a d6 and add
Personality. The mourning song has a droll, the number rolled to the attack roll, ability check, or
saving throw. The creature can wait until after it rolls
quiet personality. When it deigns to speak, the d20 before deciding to roll this d6, but must decide
it is demands vengeance for its long-dead before the DM says whether the roll succeeds or fails.
previous wielders. 20 For 1 hour, the creature gains truesight out to a range
of 60 feet.

Before the death of its master, it was


called Morningsong, a tribute to the “I traveled across the multiverse! I have
glorious rise of light. Now, it is nothing seen stars being born, empires fall, and sat in
more than a corrupted spirit, consumed the court of archfey... AND I STILL DO
with grief and vengeance, wearing the NOT UNDERSTAND THIS DRAGON-
mantle of an angel’s light. DAMNED PRISM!” — Professor Gilroy

95
PEGASUS FEATHER CHARM “Dona nobis pacem,”
Wondrous item, common (requires attunement) — Celestial inscription on the bottom of the
While wearing this charm, you can use a bonus birdcage. It reads “Give us peace,” in Common
action to gain a flying speed equal to your walking
speed until the end of your turn. You fall as normal PORO, THE SLEEPY SHIELD
at the end of your turn if you do not have another Armor (Shield), Rare (Requires Attunement)
way to stay aloft. While holding Poro, you can speak its command
Once you use this property, you cannot use it phrase, “Poro, protect me!” as a bonus action to
again until you finish a short or long rest. cause it to animate. The shield leaps into the air
and hovers in your space to protect you as if you
“For those six seconds, I felt what it was like were wielding it, leaving your hands free. The
to soar. And I shall never forget it.” shield remains animated for 1 minute, until you use
a bonus action to end this effect, or until you are
— Professor Gilroy to Syr Floppyhat. incapacitated or die, at which point the shield falls to
PLATINUM BIRDCAGE the ground or into your hand if you have one free.
Once you have used this property, you can’t do
Wondrous Item, Rare (Requires Attunement)
so again until the next dawn. If you attempt to do
While attuned to this small, trinket-sized birdcage, so beforehand, Poro simply says “Too tired.”
you gain advantage on Charisma (Performance)
Sentience. Poro is a sentient neutral good shield
checks made to sing.
with an Intelligence of 4, a Wisdom of 12, and a
Additionally, you can speak the birdcage’s
Charisma of 16. It has hearing and darkvision out
command word as an action to conjure a flock of
to a range of 60 feet. Poro can speak in only two
songbirds in an unoccupied space that you can see
short phrases, “Poro,” and “Too tired,” which it
within 60 feet of you. The swarm is an ally to you
speaks in a high, somewhat chipper tone.
and your companions and obeys your commands.
The flock uses the swarm of ravens statistics. Personality. Poro is cheery
In combat, the swarm shares your initiative count, and naive to a fault. It can’t
but it takes its turn immediately after yours. It particularly express itself, nor
obeys your verbal commands (no action required is it overly intelligent, but it
by you). If you don’t issue any, it takes the Dodge is good-natured and seeks to
action and uses its move to avoid danger. promote happiness in others,
Once you use this property, you cannot do so even though it often lacks the
again until you finish a long rest. energy to do so.

96
REPENTER’S MASK REPENTER’S ARMAMENT
Armor, Rare (Requires Attunement) Weapon (Any Sword, Axe, or Hammer without the
This golden mask is etched with false tears that Two-Handed Property), Rare (Requires Attunement)
pour from the eyes. Whenever you speak while This weapon is bound in silver chains, as if
you wear the mask, you can have it magically imprisoned for its wielder’s crimes. You gain a +1
change your voice so that it becomes distorted and bonus to attack and damage rolls made with this
unrecognizable. A creature can hear through this magic weapon.
by using their action to make a DC 18 Wisdom The weapon has 3 charges and regains all
(Perception) check, recognising your voice if expended charges when you finish a long rest.
they’re familiar with you on a success. Additionally, you can use a bonus action and
Additionally, you have advantage on saving expend two hit dice. If you do, the weapon regains
throws made against spells of the enchantment or 1 expended charge.
illusion schools, as well as on saving throws made When you hit a creature with a melee attack
against being charmed or frightened. using the weapon, you can expend 1 charge to deal
Item Set. You can attune to a repenter’s mask an extra 2d8 radiant damage to the target. When
and repenter’s armament as if they were a you do, you can choose a creature other than
single magic item. yourself that you can see within 30 feet to gain hit
points equal to half the radiant damage dealt.
Curse. The mask is cursed, and becoming attuned
to it extends the curse to you. As long as you
remain cursed, you are unwilling to doff the mask, Curse. The weapon is cursed, and becoming
keeping it on your face at all times. attuned to it extends the curse to you. As long as
you remain cursed, the chains of the weapon wrap
around your hand and arm. You can’t be disarmed
The man thought he was beyond redemption of the weapon, nor can you willingly drop it.
He was right
So he cast off himself The tyrant traveled throughout the land
To find forgiveness Bound by a sword of chains
— Verse 2, The Victor’s Lament To only be broken by service
— Verse 5, The Victor’s Lament

97
RING OF GRACE SAINT’S BURIAL SHROUD
Ring, uncommon Wondrous Item, Very Rare
While wearing this bright silver ring beset with a This piece of pristine white cloth was once used to
yellow diamond, whenever you make a Dexterity lay a saint of great renown to rest. You can wrap
(Acrobatics) check or a Dexterity saving throw, this cloth around the body of a creature that has
you can roll a d4 and add the number rolled to the been dead no more than a year and that didn’t die
attack roll or saving throw. of old age. If you then lay the wrapped body to rest
in a holy site, such as a church, shrine, or an area
“Grace — a girl on a / Tightrope, a petal in consecrated by the hallow spell or similar magic,
the body is returned to life at the next dawn as per
the wind / The pause before a fall” the resurrection spell.
— Ring of Grace, inscription Once you have resurrected a creature using this
RING OF PROMISE property, the cloth then becomes nonmagical.
“In death, there is life.” — Inscription
Ring, Uncommon (Requires Attunement)
When you attune to this ring, you must make an
oath or promise to a Celestial creature or a deity. If
you break this promise—or if your attunement to
the ring ends—the ring turns to dust.
While you wear this magical ring, you gain a +1
bonus to attack rolls and saving throws.

Ironically, devils and angels are equally


invested in the powers of oath and promise.
ROSARIUS OF MIRACLES
Wondrous Item, Uncommon (Requires Attunement by
a Cleric or Paladin)
While holding to this string of silver beads,
you can use a bonus action and speak a
quick prayer to your deity. You gain
advantage on the next spell attack
roll you make before the end SAINT’S SKULL
of your next turn. Alternatively, Wondrous Item, Very Rare (Requires
the next time you force a creature Attunement by a Cleric or Paladin)
to make a saving throw against
your Channel Divinity feature or a
Created Alongside Tyler Rumbold
The perfectly smooth skull of a holy saint is kept
spell you cast, you may cause that
within a glass reliquary adorned with silver and
creature to suffer disadvantage on
gold. While you hold this holy relic, you gain a +2
that saving throw.
bonus to spell attack rolls and your spell save DC.
Once this property is used,
Additionally, the relic has 9 charges for the
it can’t be used again until
following properties. The relic regains 1d8 + 1
the next dawn.
expended charges daily at dawn.
“Shepherd stand beside me!” –
Spells. While holding this relic, you can use an
Syndran Prayer action to expend one or more charges to cast one
of the following spells from it, using your spell
save DC and spell attack bonus:

98
Cost Spell SPIRIT ARMOR
1 Charge bless, cure wounds, guiding bolt PENDANT
2 Charges gentle repose, lesser restoration, prayer of Wondrous Item, Rare
healing
3 Charges remove curse, sending, speak with dead This small, platinum shield
Saint’s Final Blessing. While holding this relic, you pendant hangs from a
can expend 9 charges to cast the raise dead spell glimmering golden chain. As
from it. When you cast raise dead in this way, roll an action, you can touch the
a d8. On a 1 or a 2, the skull can’t regain charges pendant to a creature that was
for 100 years. created or summoned by a spell you
cast and speak the pendant’s command word.
When you do, the pendant conveys its power to
“No one can deny its power, but it feels a that creature, surrounding it in shimmering armor.
bit morbid, perhaps even sacrilegious, to be While these benefits persist, the creature’s AC can’t
walking around waving Saint Cecilia’s skull be less than 16, regardless of what kind of armor it
around...Just me then?” is wearing, and a dispel magic spell cast on it can’t
end the spell that created or summoned it.
— Professor Gilroy, to Livia Starblessed, These benefits last until the creature dies, the
Moonkin High Cleric creature is ever on a different plane of existence
than you, the spell that created or summoned
SHEPHERD’S BELLS it ends, or you use this property to convey the
Wondrous Item , Uncommon pendant’s benefits to another creature.
You can tie this pair of small, intricately detailed To protect his trusty steed in battle, the
silver bells to the pommel of a melee weapon. great paladin, Titan, forged the spirit armor
The weapon becomes the attached weapon. The
bells have 2 charges for the following properties. from the bones of a dead solar.
They regain all expended charges daily at dawn.
Additionally, they regain 1 expended charge
STEED OF STARS
Wondrous Item, Rare
whenever you score a critical hit with the attached
melee weapon. While holding this silver figurine of a powerful
pegasus, you can use your action and speak the
Distracting Jingle. When you make an attack roll
figurine’s command phrase “Caelun non finis, sed
with the attacked weapon, you can expend 1 of the
aer tantum est,” then smash the figurine.
bells’ charges to have them chime in a distracting
An spectral argent pegasus immediately appears
manner. Roll a d4 and add the number rolled to
in the nearest unoccupied space within 10 feet of
the result of the attack roll.
you. The pegasus disappears when it drops to 0 hit
Sound of Silence. While holding the attached points, or after 10 minutes.
weapon, you can expend 1 of its charge to cast The pegasus is friendly to you and your
the silence spell from the bells, using Intelligence, companions. In combat, the pegasus shares your
Wisdom, or Charisma as the spellcasting ability initiative count, but it takes its turn immediately
(your choice). after yours. It obeys your verbal commands (no
action required by you). If you don’t issue any, it
With a swish of the blade, a high pitched takes the Dodge action and moves to avoid danger.
ringing echoed through the dark alley,
causing the Felder to clutch its bat-like “The sky is not the limit. It is simply air!” —
ears, giving the warrior the moment she Inscription, translated from Celestial
needed to ram her sword straight through
the creature’s vampiric heart.

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SWORD OF SUN AND SHADOW BLESSED SLEEP
THE BLESSED SLEEP
Weapon (Longsword), Very Rare Weapon (any melee weapon), uncommon
(requires attunement)
This sword, made from swirling light and
shadows, still bears the biting edge of a steel This weapon is wrapped with blessed
blade, combined with the might of the morning bandages, as if laid to rest alongside a
sun and the duplicity of the darkest night. You mummified body.
gain a +2 bonus to attack and damage rolls made Peaceful Rest. Whenever a creature is reduced
with this magic weapon. to 0 hit points by this weapon, the creature
Additionally, the sword has 4 charges cannot be raised as an undead for 10
for the following properties. The days, as if under the effects of the
sword regains 1d4 expended charges gentle repose spell.
daily at dawn.
Silent Call. Whenever you hit an
Mantle of the Rising Sun. When you Undead creature with a weapon
hit with a melee attack using the attack made with this weapon, that
sword, you can expend any number creature cannot regain hit points
of charges to deal an extra 1d6 until the end of your next turn.
radiant damage to the target for each
charge expended. “And even if stars should fall from
Twilight’s Embrace. As a bonus action, the sky, may you sleep like a
you can expend 1 of its charges to
move up to half your speed without
baby on a summer’s night.” —
provoking attacks of opportunity. Mookin burial prayer
You can’t use this feature while in
direct sunlight. THE EXCOMMUNICATOR
At twilight, the veil between worlds Weapon (Greatsword), Rare (Requires
stretches thin, and the powers of heaven Attunement by a Cleric or Paladin)
and hell mingle as one.
This silver blade bears celestial runes of
SYMBOL OF THE FAITHFUL vengeance and punishment along its blade.
Wondrous Item, Common You gain a +1 bonus to attack and damage
rolls made with this magic weapon.
Each symbol of the faithful represents a
profession of faith to a deity. The symbol Holy Curse. As a bonus action, you can cast
is linked to a particular deity of the DM’s the hex spell using the excommunicator as the
choosing. While a creature who follows that material component, but the spell deals radiant
deity wears the symbol, the symbol emits dim instead of necrotic damage. Once you use this
light in a 5-foot radius around it. ability, you cannot do so again until you finish a
short or long rest.

100
Rejuvenating Justice. Whenever you kill a d6s equal to your proficiency bonus. On a failure,
creature you have cursed, you gain 1d6 temporary a creature takes radiant damage equal to the result
hit points and regain an expanded use of your and if it’s Large or smaller, it’s knocked prone. On
Holy Curse. a success, a creature takes half as much damage and
“You are unworthy to hear the great is not knocked prone. Additionally, your falling
damage is then reduced by an amount equal to the
mysteries of Augustus, Greatest of the result and you can land on your feet.
Seraphs. But do not despair, for your blood
will strengthen my soul!” “The soldier leaped from their pegasus’s
— Vindictus Traught, Acolyte back, hurtling towards the ground
of the Silver Flame like a shooting star. On impact,
THE FALLING STAR there was a pulse of radiant
Weapon (any sword), rare light, and all that remained
(requires attunement) was the soldier, standing tall
This sword made of before the smoking remains of a
meteorite metal with a silver dozen demons.”
sigil of a nine pointed star
in its handle was originally
—Excerpt from
created by a seraph. You Handbook of Heroes
have a +1 bonus to attack by Professor Gilroy.
and damage rolls made
with this magic weapon.
Additionally, the sword has 3 THE GUIDING STAR
charges for the following properties. Weapon (quarterstaff), rare (requires attunement)
The sword regains 1d2 + 1 expended While you are holding this lantern-
charges daily at dawn. topped, wooden quarterstaff, you can use
Comet Dash. Whenever you take the Dash it as a spellcasting focus for your cleric or
action while holding the sword, you can paladin spells.
expend 1 of its charges to gain the following Additionally, as an action, you can tap the staff
benefits until the end of the current turn: on the ground and utter one of the following
command phrases. The staff the replicates the
• Opportunity attacks are made against you
effects of one of the following spells, based on
with disadvantage.
the command word spoken:
• You can use a bonus action to make a
weapon attack with the sword. • “Guide me to which I seek.” The staff replicates
• Whenever you hit a creature with an the locate animals or plants or locate object spell
attack made with the sword, it glows with (your choice)
starlight and deals an extra 1d8 radiant • “Not all who wander are lost.” The staff
damage to the target. replicates the effects of the find the path spell.
Once you use this property, you cannot do so
Meteor Strike. Whenever you would take
again until the next dawn.
falling damage while holding the sword, you
can expend 2 of its charges to smash into the
ground with the strength of a shooting star, Even in the celestial realm, the Wanderer walks.
releasing a shockwave of radiant energy in
a 15-foot-radius around you. Each creature
caught in the area must make a DC 15
Strength saving throw. Roll a number of

101
THE WARRIOR’S HEART URN OF SAINT’S ASHES
Weapon (Glaive), Very Rare (Requires Attunement) Wondrous Item, Rare
This glaive has been wrought from a diamond As an action, you can throw this small urn of ashes
infused with the strength of the heavens. You to a point that you can see within 30 feet. Upon
gain a +2 bonus to attack and damage rolls impact, the urn shatters, releasing ghostly spirits
made with this magic weapon. While in a 10-foot radius sphere, centered on that point.
wielding it, you gain a +1 bonus to AC. The sphere spreads around corners, and its area
Additionally, the glaive has is lightly obscured. Whenever a hostile creature
4 charges for the following enters the area for the first time on a turn or starts
properties. The glaive regains 1d4 its turn there, it must make a DC 14 Wisdom
expended charges daily at dawn. saving throw, taking 4d10 radiant damage on a
Warrior’s Resolve. Whenever you are forced to failed save, or half as much damage on a successful
make an Intelligence, Wisdom, or Charisma one. Additionally, Fiends and Undead creatures
saving throw while you’re wielding the treat the area as difficult terrain.
glaive, you can expend 1 of its charges to
gain advantage on that saving throw.
VALKYRIE’S HELM
Wondrous Item, Rare (Requires Attunement)
Warrior’s Will. While you’re wielding the
Once per turn while wearing this silver, winged
glaive, if you’ve already taken your reaction, you
helm, when you hit a creature with a melee
may expend 1 of its charges to take an additional
weapon attack, the helm produces one of the
reaction. Once you have used this property, you
following magical effects of your choice:
can’t do so again until the start of your next turn.
• Your weapon sparks with holy lightning. Your
THREE LITTLE STARS weapon deals an extra 1d6 lightning damage to
Wondrous Item, Common the target.
This thin silver bracelet is adorned with three • Your weapon unleashes a burst of thunderous
small dangling star charms.As an action, you can force. The target must succeed on a DC 15
whisper the bracelet’s command phrase, “lux in Strength saving throw or be pushed 10 feet in a
tenebris lucet,” and cause any number of the three straight line away from you.
charms to transform into tiny spheres of silver • Shimmering, electrified energy surrounds the
light, each of which shed dim light in a 10-foot target. The next attack roll made against the
radius around it. As a bonus action, you can target by another creature before the start of
move one or more of the lights up to 60 feet to a your next turn has advantage.
new spot within 120 feet of you.
Curse. Once you don this helmet, you can’t doff it
A light goes out if it’s ever more than 20 feet
unless the helmet’s original valkyrie uses an action
from another light, or if it’s ever more than 120
while touching the helmet to release you from your
feet from you. Additionally, if you speak the
bond, or you are targeted by the remove curse spell
bracelet’s command phrase again, all the lights go
or similar magic. If the remove curse spell or similar
out. When one or more of the lights go out, they
magic is used to release you from the helmet, its
return to charm form and magically reattach to
owner is magically alerted of this fact.
the bracelet.
When a valkyrie gives their
The Light that shines in the darkness, helm to a warrior, it is not a
The hope that springs from sorrow gift, but a promise. An oath
–– Dawnchant, Verse 26 that the warrior will
venture unto Valhalla
in death and return the
helm to its owner.
102
WARDING
WARDING INCENSE
Wondrous Item, Rare
When you light this magical incense as an action
on your turn, it produces a magical aura that fills
a 30-foot radius sphere around it that spreads
around corners. Humanoid creatures within the
area have advantage on saving throws against
being charmed, frightened, or possessed, and
whenever a Humanoid creature that is charmed,
frightened, or possessed starts its turn within the
aura, it can repeat its saving throw against the
effect, ending the effect on itself on a success.
Additionally, the aura is tuned to ward away a
specific kind of creature. The DM chooses the type
or determines it randomly from the options below.
D10 Creature Type
1-2 Celestial
3-4 Elemental
5-6 Fey
WEEPING SHIELD
7-8 Fiend
Armor (Shield), Uncommon
9-10 Undead The spirit of a minor celestial being is bound to
Whenever a creature of that type attempts this gilded shield and seeks to protect its wielder’s
to enter the aura for the first time on a turn or allies as much as its wielder. While you wield
makes an attack against another creature inside this shield, whenever a creature makes an attack
the aura, it must make a DC 18 Charisma saving roll against an allied creature within 5 feet of
throw. On a failure, the creature becomes warded you, if that ally is incapacitated and the attacking
away by the incense. A creature that is warded creature can see you, the attack roll is made with
away can’t willingly enter the aura and any attack disadvantage.
roll it makes against a creature inside the aura Additionally, when an allied creature that
misses automatically. On a success, the creature is you can see within 30 feet of you drops to 0 hit
unaffected and becomes immune to the incense points, the shield begins to weep and you can use
magic for 8 hours. your reaction to immediately move up to your
speed towards that creature without provoking
“Friendly Reminder: If you plan to piss off a opportunity attacks.
legion of angels, bring some magical incense!”
— Professor Gilroy

103
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104
Document 5.1 Copyright 2016, Wizards of the
Coast, LLC.; Authors Mike Mearls, Jeremy
Crawford, Chris Perkins, Rodney Thompson,
Peter Lee, James Wyatt, Robert J. Schwalb, Bruce
R. Cordell, Chris Sims, and Steve Townshend,
based on original material by E. Gary Gygax
and Dave Arneson. Gilroy’s Guide to Heavens
Copyright 2023.

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