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<title>Irid</title>
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<body>
<h1>Irid</h1>
<p><em>Tiny</em> <em>Celestial</em> <em>chaotic neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 13</li>
<li><strong>Hit Points:</strong> 20 (8d4)</li>
<li><strong>Speed:</strong> fly 40 ft. walk 10 ft.</li>
<li><strong>Challenge Rating:</strong> 1 (200 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 217</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>4 (-3)</td>
<td>17 (+3)</td>
<td>10 (+0)</td>
<td>12 (+1)</td>
<td>10 (+0)</td>
<td>16 (+3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Wis +2, Cha +5</li>
<li><strong>Skills:</strong> deception +7, perception +2, persuasion +7, stealth +5</li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Damage Resistances:</strong> radiant</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 12</li>
<li><strong>Languages:</strong> Celestial, Common, telepathy 60 ft.</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Iridescence:</strong> 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.</li>
<li><strong>Magic Resistance:</strong> The irid has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Photographic Memory:</strong> The irid can perfectly recall anything it has seen or heard in the last month.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The irid uses its Gossip. It then uses its Iridescent Blast once.</li>
<li><strong>Iridescent Blast:</strong> Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 7 (2d6) radiant damage.</li>
<li><strong>Gossip:</strong> 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.</li>
<li><strong>Invisibility:</strong> 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.</li>
</ul>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/tome_of_beasts_2/irid.md">Markdown Format</a></p>
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