Sunmotes are celestial beings who serve as messengers and guardians for angels and deities of light. They appear as gleaming spheres of golden light, six to eight inches in diameter. They are sometimes found in service to clerics, paladins, and even wizards and the rare warlock in service to the Order of the Undying Sun.


Tiny celestial, lawful good
Armor Class 13
Hit Points 10 (3d4 + 3)
Speed 0 ft., fly 60 ft. (hover)
6 (−2) 17 (+3) 12 (+1) 8 (−1) 12 (+1) 10 (+0)

Skills Acrobatics +5, Perception +3, Persuasion +2, Insight +3
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities radiant
Condition Immunities petrified, prone
Senses darkvision 60 ft. passive Perception 13
Languages all
Challenge 1 (200 XP)

Aura of Menace. Any creature hostile to the sunmote that starts its turn within 10 feet of the sunmote must make a DC 10 Wisdom saving throw unless the sunmote is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to the sunmote’s Aura of Menace for the next 24 hours.

Illumination. The sunmote sheds bright light in a 20-foot radius and dim light for an additional 20 feet. It can conceal this light when it hides.


Light Ray. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10 (3d6) radiant damage.

Warding Aura (Recharges after a Short or Long Rest). The sunmote generates a magical aura within 20 feet of it. The sunmote and its allies within the aura have advantage on saving throws against spells and abilities created by aberrations, elementals, fey, fiends, and undead. Such creatures have disadvantage on attack rolls against warded creatures. The aura lasts for 1 minute or until the sunmote is incapacitated or dies.

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