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5ead/monsters/md/tome_of_beasts_3/incandescent-one.md
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# 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.