Incandescent One
Medium Celestial, chaotic good
Armor Class 16 (natural)
Hit Points 144 (17d8+68)
Speed fly +60, swim +60, walk +30
Challenge 9
Saving Throws cha +8, con +8, wis +7
Skills perception +3
Damage Resistances cold, radiant; nonmagic B/P/S attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, grappled, poisoned, prone, restrained
Senses truesight 120', passive Perception 17
Languages all, telepathy 120'
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.
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.
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 · OGL/Open