# 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.