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5ead/monsters/md/tome_of_beasts_3/incandescent-one.md
2025-06-07 07:58:30 -05:00

1.9 KiB

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.