Irid
Tiny Celestial chaotic neutral
- Armor Class: 13
- Hit Points: 20 (8d4)
- Speed: fly 40 ft. walk 10 ft.
- Challenge Rating: 1 (200 XP)
- Source: Tome of Beasts 2, page 217
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 4 (-3) |
17 (+3) |
10 (+0) |
12 (+1) |
10 (+0) |
16 (+3) |
- Saving Throws: Wis +2, Cha +5
- Skills: deception +7, perception +2, persuasion +7, stealth +5
- Damage Immunities: poison
- Damage Resistances: radiant
- Condition Immunities: charmed, exhaustion, frightened, poisoned
- Senses: darkvision 60 ft., passive Perception 12
- Languages: Celestial, Common, telepathy 60 ft.
Special Abilities
- Iridescence: The irid sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The light can be any color the irid desires. The irid can create or suppress the light as a bonus action.
- Magic Resistance: The irid has advantage on saving throws against spells and other magical effects.
- Photographic Memory: The irid can perfectly recall anything it has seen or heard in the last month.
Actions
- Multiattack: The irid uses its Gossip. It then uses its Iridescent Blast once.
- Iridescent Blast: Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 7 (2d6) radiant damage.
- Gossip: The irid spouts gossip and exaggerated truths about a target it can see within 30 feet. If the target is hostile, it must succeed on a DC 13 Charisma saving throw or have disadvantage on its next attack roll. If the target is friendly, it has advantage on its next attack roll.
- Invisibility: The irid magically turns invisible until it attacks or uses Gossip, or until its concentration ends (as if concentrating on a spell). Any equipment the irid wears or carries is invisible with it.
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