Midnight Sun

Large Aberration, neutral evil. CR 7, AC 16, 136 HP. Traits: Changing Form, Energy Being, Reality Inversion.

Armor class
16
Hit points
136
Challenge
7
Creature type
Aberration
Size
Large
Alignment
neutral evil

Stat block

Cha
15
Con
16
Dex
16
Int
11
Str
10
Wis
18
Speed
Fly: 60; Walk: 0
Senses
blindsight 120' (blind beyond), passive Perception 17
Skills
Perception: 4
Actions
  • Multiattack. Three Energy Blast attacks.
  • Energy Blast. Melee or Ranged Spell Attack: +7 to hit 5 ft. or range 120' one target 14 (3d6+4) damage of the type determined by the sun's current form.
  • Energy Pulse (Recharge 5-6). Each creature within 15 ft. of it: 28 (8d6) damage of type determined by sun's form (DC 15 Con half).
Languages
Deep Speech
Saving throws
Wisdom: 7; Charisma: 5; Dexterity: 6
Damage immunities
necrotic (in night form), poison, radiant (in day form)
Special abilities
  • Changing Form. Automatically changes based on presence light.Day Form. While more than half midnight sun is in darkness it appears as a glowing orb of light but sheds no light. In this form it deals radiant has immunity to radiant and vulnerability to necrotic.Night Form. While more than half the midnight sun is in bright or dim light it appears as an orb of darkness. In this form it deals necrotic has immunity to necrotic and has vulnerability to radiant.Twilight Form. While half of it is in bright or dim light and half is in darkness it appears as split orb of light and darkness. It deals force.
  • Energy Being. Can move through a space as narrow as 1 inch wide with o squeezing and it can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn that creature takes 3 (1d6) damage of the type determined by the sun's current form.
  • Reality Inversion. When creature starts turn in sun's space or within 5 ft. any circumstance trait or feature that would grant it advantage instead grants disadvantage and vice versa until start of its next turn.
Damage resistances
acid, cold, fire, lightning, thunder; nonmagic B/P/S attacks
Condition immunities
blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Damage vulnerabilities
necrotic (in day form), radiant (in night form)

Source and licence

From Tome of Beasts 3 (open content).

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.