Wiki › Monsters & Creatures

Incandescent One 2014

CR 9 celestial

Medium celestial, chaotic good


Armor Class
16 (natural)
Hit Points
144 (17d8+68)
Speed
30 ft., fly 60 ft., swim 60 ft.

STR16 (+3)
DEX18 (+4)
CON18 (+4)
INT11 (+0)
WIS17 (+3)
CHA18 (+4)

Saving Throws
Constitution +8, Wisdom +7, Charisma +8
Skills
Perception +3
Resistances
cold, radiant; nonmagic B/P/S attacks
Damage Immunities
poison
Condition Immunities
charmed, exhaustion, frightened, grappled, poisoned, prone, restrained
Senses
truesight 120 ft., passive Perception 17
Languages
all, telepathy 120'
Challenge
9 (5,000 XP) · Proficiency Bonus +4

Amphibious.

Can breathe air and water.

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.

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.

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.

Source: Tome of Beasts 3 (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details