Incandescent One
Medium Celestial chaotic good
- Armor Class: 16 (natural)
- Hit Points: 144 (17d8+68)
- Speed: walk 30 ft. fly 60 ft. swim 60 ft.
- Challenge Rating: 9 (5,000 XP)
- Source: Tome of Beasts 3, page 244
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
18 (+4) |
18 (+4) |
11 (+0) |
17 (+3) |
18 (+4) |
- Saving Throws: Con +8, Wis +7, Cha +8
- Skills: perception +3
- Damage Immunities: poison
- Damage Resistances: cold, radiant; nonmagic B/P/S attacks
- Condition Immunities: charmed, exhaustion, frightened, grappled, poisoned, prone, restrained
- Senses: truesight 120', passive Perception 17
- Languages: all, telepathy 120'
Special Abilities
- Aqueous Form: Can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 foot wide with o squeezing.
- Amphibious: Can breathe air and water.
- Flyby: Doesn't provoke opportunity attacks when it flies out of an enemy's reach.
- Immortal Nature: Doesn't require food drink or sleep
- Luminous: Sheds dim light in a 5 ft. radius.
- Magic Resistance: Advantage: spell/magic effect saves.
- Magic Weapons: Weapon attacks are magical.
Actions
- Multiattack: Two Slam attacks or three Astral Bolt attacks.
- Slam: Melee Weapon Attack: +8 to hit, 5 ft., one target, 11 (2d6+4) bludgeoning damage + 18 (4d8) cold.
- Astral Bolt: Ranged Spell Attack: +8 to hit, 120 ft., one target, 18 (4d6+4) radiant and the next attack roll made vs. the target before the end of the incandescent one's next turn has advantage.
Bonus Actions
- Celestial Inspiration: Inspires one creature it can see within 60' of it. Whenever target makes attack roll or save before start of incandescent one's next turn target can roll a d4 and add number rolled to the attack roll or save.
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