# 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.