Irid

Tiny Celestial, chaotic neutral

Armor Class 13

Hit Points 20 (8d4)

Speed fly +40, walk +10

Challenge 1

STR
4
-3
DEX
17
+3
CON
10
+0
INT
12
+1
WIS
10
+0
CHA
16
+3

Saving Throws cha +5, wis +2

Skills stealth +5, deception +7, perception +2, persuasion +7

Damage Resistances radiant

Damage Immunities poison

Condition Immunities charmed, exhaustion, frightened, poisoned

Senses darkvision 60 ft., passive Perception 12

Languages Celestial, Common, telepathy 60 ft.

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.

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.

Source: Tome of Beasts 2 · OGL/Open