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5ead/monsters/md/tome_of_beasts_2/irid.md
2025-06-07 07:58:30 -05:00

1.8 KiB

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.