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Valoris Color
Valoris color — not a Champion
Paint language for Valoris. Use the recovered identity from Houses of the Realm. Do not print a name from cards 001–020 onto these visors.

The Glasscantor
Medium construct, lawful good. walking window. CR 17.
| Armor Class | 20 (leaded glass) |
| Hit Points | 243 (18d8 + 162) |
| Speed | 30 ft. |
| Scores | STR 20 DEX 12 CON 20 |
| INT 14 WIS 18 CHA 18 | |
| Saves | Con +11, Wis +10, Cha +10 |
| Resistances | radiant, fire, necrotic |
| Immunities | blinded, poison |
| Senses | darkvision 60 ft., passive Perception 20 |
| Challenge | 17 (18,000 XP) |
Traits
Light Through Wound. When the Glasscantor is hit by a melee attack, the attacker takes 9 (2d8) radiant as colored light spills through the crack.
Oathglass. While standing in bright light, the Glasscantor’s weapon attacks deal an extra 7 (2d6) radiant.
Actions
Multiattack. Two Leaded Fists or one Fist and Cast Light.
Leaded Fist. Melee Weapon Attack: +11 to hit, reach 5 ft. Hit: 16 (2d8 + 7) bludgeoning plus 9 (2d8) radiant.
Cast Light (Recharge 5–6). A 30-foot cone of colored radiance. DC 18 Constitution save, 36 (8d8) radiant and blinded until the end of the next turn on a fail; half and not blinded on a success.
Tactics. Fight in a nave or under a Mercy Lantern. Do not let Noctara douse the light first.
Valoris color without a Champion name. The cross is a visor, not a printed Vow card.

The Auric Pride
Medium celestial (monstrosity), lawful good. lion of the nave. CR 17.
| Armor Class | 20 (gold-chased plate) |
| Hit Points | 243 (18d8 + 162) |
| Speed | 30 ft. |
| Scores | STR 20 DEX 12 CON 20 |
| INT 12 WIS 16 CHA 20 | |
| Saves | Wis +9, Cha +11, Con +11 |
| Resistances | radiant, necrotic |
| Immunities | frightened |
| Senses | darkvision 60 ft., passive Perception 19 |
| Challenge | 17 (18,000 XP) |
Traits
Oath Presence. Allies within 10 feet that can see the Pride have advantage on saves against being frightened. This is not the Vows signature and does not stack with printed Vow cards.
Actions
Multiattack. Two Sunburst Mauls.
Sunburst Maul. Melee Weapon Attack: +11 to hit, reach 5 ft. Hit: 16 (2d8 + 7) bludgeoning plus 9 (2d8) radiant.
Roar of First Oath (Recharge 5–6). Each enemy within 30 feet that can hear, DC 19 Wisdom save or be frightened 1 minute (repeat at end of turn). Allies in the radius may spend a reaction to move 10 feet toward the Pride.
Tactics. Stand between a Downed ally and the board edge. Roar to break a rush. Co-rule with Draconis is political, not a permission to share this plate as a Draconis epic.
Retired champion names stay retired. The lion is a banner animal, not a card 001.

Dawn Seraph
Medium celestial, lawful good. the white pinion. CR 18.
| Armor Class | 21 (consecrated plate) |
| Hit Points | 262 (21d8 + 168) |
| Speed | 30 ft., fly 60 ft. |
| Scores | STR 20 DEX 16 CON 20 |
| INT 14 WIS 18 CHA 20 | |
| Saves | Wis +10, Cha +11, Con +11 |
| Resistances | radiant, necrotic, fire |
| Immunities | frightened, blinded |
| Senses | truesight 30 ft., darkvision 120 ft., passive Perception 20 |
| Challenge | 18 (20,000 XP) |
Traits
Halo. The Seraph sheds bright light in 20 feet, dim in 20 more. It cannot suppress this.
Radiant Guard. Once per round, when an ally within 10 feet is hit, the Seraph may take the damage instead.
Actions
Multiattack. Two Halo Blades. It may replace one with Pinions Down.
Halo Blade. Melee Weapon Attack: +11 to hit, reach 5 ft. Hit: 16 (2d8 + 7) slashing plus 13 (3d8) radiant.
Pinions Down (Recharge 5–6). Each enemy in a 20-foot cone, DC 19 Dexterity save or take 27 (6d8) radiant and have fly speed 0 until the Seraph’s next turn.
Legendary actions
Dawn Seraph can take 3 legendary actions, choosing from the options below.
Wing. Fly 30 feet without provoking.
Blade. One Halo Blade attack.
Interpose (Costs 2). Use Radiant Guard even if it already triggered this round.
Tactics. Stay between the Champion and the board edge. Halo denies Noctara and Veil-Rain their dark.
Valoris color surplus is a gallery, not a second army. Tokens still read five bodies.

Gilded Hydra-Monk
Large celestial (monstrosity), lawful neutral. many-headed discipline. CR 14.
| Armor Class | 18 (consecrated silk) |
| Hit Points | 220 (21d10 + 105) |
| Speed | 30 ft., fly 20 ft. (hover) |
| Scores | STR 16 DEX 14 CON 20 |
| INT 16 WIS 20 CHA 16 | |
| Saves | Wis +10, Con +10, Cha +8 |
| Resistances | radiant, psychic |
| Immunities | charmed, frightened |
| Senses | truesight 20 ft., passive Perception 20 |
| Challenge | 14 (11,500 XP) |
Traits
Five Vows. Five heads, one will. Only one head may take an action each turn. If the Monk chooses to break a vow, a second head may act that turn, and the Monk takes 14 (4d6) force. This force is not a Chaos track tick.
Actions
Palm of the Cloister. Melee Weapon Attack: +8 to hit, reach 10 ft. Hit: 15 (2d10 + 4) bludgeoning plus 9 (2d8) radiant.
Sutra (Recharge 5–6). Each enemy within 20 feet, DC 18 Wisdom save or be stunned until the end of the Monk’s next turn. A creature that fails by 5 or more is also knocked prone.
Tactics. One head, one strike, until the table forces a vow-break. Do not run five attacks for free.
A cloister is not a printed House. Do not letter a foreign monastery on the mat.

Gilt Halo
Medium celestial, lawful good. the sun-law with a sword. CR 17.
| Armor Class | 21 (consecrated plate) |
| Hit Points | 243 (18d8 + 162) |
| Speed | 30 ft., fly 40 ft. |
| Scores | STR 20 DEX 14 CON 20 |
| INT 12 WIS 18 CHA 20 | |
| Saves | Wis +10, Cha +11, Con +11 |
| Resistances | radiant, necrotic |
| Immunities | frightened |
| Senses | darkvision 60 ft., passive Perception 20 |
| Challenge | 17 (18,000 XP) |
Traits
Halo. Bright light 20 feet, dim 20 more. Cannot be suppressed.
Sun-Law. Once per round, when an ally within 10 feet is hit, Gilt Halo may take the damage instead.
Actions
Multiattack. Two Sun-Swords.
Sun-Sword. Melee Weapon Attack: +11 to hit, reach 5 ft. Hit: 16 (2d8 + 7) slashing plus 13 (3d8) radiant.
Judgment (Recharge 5–6). A 20-foot cone. DC 19 Constitution save, 27 (6d8) radiant, blinded until Gilt Halo’s next turn on a fail; half and not blinded on a success.
Tactics. Stand in the nave. Interpose. Halo denies Veil-Rain and the Bone Tithe their dark.
Another Valoris plate. Color surplus. Five-body roster unchanged.

Quicksilver Nun
Medium construct (celestial), lawful neutral. liquid-metal votary. CR 14.
| Armor Class | 19 (living chrome) |
| Hit Points | 165 (22d8 + 66) |
| Speed | 30 ft. |
| Scores | STR 14 DEX 18 CON 16 |
| INT 12 WIS 18 CHA 14 | |
| Saves | Dex +9, Wis +9 |
| Resistances | slashing, piercing, radiant |
| Immunities | charmed, petrified, poison |
| Senses | blindsight 30 ft. (blind beyond), passive Perception 18 |
| Challenge | 14 (11,500 XP) |
Traits
Vow of Shape. As a bonus action, the Nun becomes any simple weapon or a perfect copy of one seen face for 1 minute (once, then rest). A copied face has that creature’s appearance, not its statistics. A simple-weapon form deals the Nun’s Chrome Edge damage using that weapon’s damage type.
Actions
Chrome Edge. Melee Weapon Attack: +9 to hit, reach 5 ft. Hit: 15 (2d10 + 4) slashing.
Mirror Cloister (Recharge 5–6). Each creature within 15 feet that can see the Nun, DC 17 Wisdom save or be stunned until the end of the Nun’s next turn, seeing its own face in the chrome.
Tactics. Copy the Champion. Walk through the clustered. Do not treat the cross as a printed Relic.
Another Valoris plate. Color surplus. Five-body roster unchanged.