Incandescent One

Medium Celestial, chaotic good

Armor Class 16 (natural)

Hit Points 144 (17d8+68)

Speed fly +60, swim +60, walk +30

Challenge 9

STR
16
+3
DEX
18
+4
CON
18
+4
INT
11
+0
WIS
17
+3
CHA
18
+4

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