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).

Every licence notice Tavern Bag relies on.