Irid

The tiny winged humanoid zipped by in a flurry of ever-changing colors, eager to deliver its message._ Irids are said to be born of celestial light filtered through earthly rain. These small manifesta

Armor class
13
Hit points
20
Challenge
1
Creature type
Celestial
Size
Tiny
Alignment
chaotic neutral

The tiny winged humanoid zipped by in a flurry of ever-changing colors, eager to deliver its message._
Irids are said to be born of celestial light filtered through earthly rain. These small manifestations of rainbows bear similarities in appearance and mission to their elevated cousins, but they take little interest in angelic ideals.
Mischievous Messengers. While angels are known for bringing messages and truth to mortals from the gods, irids prefer to bring gossip and embellished truths. They follow their own ideals of beauty and excitement, disregarding their angelic cousins’ insistence on goodness and truth. Irids delight in sneaking around, listening for gossip or revealed secrets, then invisibly whispering exaggerations of in the ears of those who will help spread such gossip.
Colorful and Shallow. Irids are iridescent, changing the color of the light they shed throughout the day. They are drawn to the brightest colors the world has to offer. To them, evil is synonymous with ugliness, and they resist fighting or hurting anything they find beautiful.

Stat block

Cha
16
Con
10
Dex
17
Int
12
Str
4
Wis
10
Speed
Fly: 40; Walk: 10
Senses
darkvision 60 ft., passive Perception 12
Skills
Stealth: 5; Deception: 7; Perception: 2; Persuasion: 7
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.
Languages
Celestial, Common, telepathy 60 ft.
Saving throws
Wisdom: 2; Charisma: 5
Damage immunities
poison
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.
Damage resistances
radiant
Condition immunities
charmed, exhaustion, frightened, poisoned

Source and licence

From Tome of Beasts 2.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.