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5ead/monsters/md/tome_of_beasts_2/irid.md
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# 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.