Incandescent One
Medium Celestial, chaotic good. CR 9, AC 16, 144 HP. Traits: Aqueous Form, Amphibious, Flyby, Immortal Nature, Luminous, Magic Resistance, Magic Weapons.
- Armor class
- 16
- Hit points
- 144
- Challenge
- 9
- Creature type
- Celestial
- Size
- Medium
- Alignment
- chaotic good
Stat block
- Cha
- 18
- Con
- 18
- Dex
- 18
- Int
- 11
- Str
- 16
- Wis
- 17
- Speed
- Fly: 60; Swim: 60; Walk: 30
- Senses
- truesight 120', passive Perception 17
- Skills
- Perception: 3
- 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.
- Languages
- all, telepathy 120'
- Saving throws
- Wisdom: 7; Charisma: 8; Constitution: 8
- Damage immunities
- poison
- 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.
- Damage resistances
- cold, radiant; nonmagic B/P/S attacks
- Condition immunities
- charmed, exhaustion, frightened, grappled, poisoned, prone, restrained
Source and licence
From Tome of Beasts 3 (open content).
Licence: Open Game Content (OGL 1.0a).