Midnight Sun — fantasy monster illustration. Midnight Sun is a large aberration (Challenge Rating 7).

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Midnight Sun

Large Aberration, neutral evil

AC
16
HP
136
Speed
0
CR
7

Armor Class 16 (natural armor)

Hit Points 136 (16d10+48)

Speed 0 ft., fly 60 ft.


STR
10 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
11 (+0)
WIS
18 (+4)
CHA
15 (+2)

Saving Throws Cha +5, Dex +6, Wis +7

Skills Perception +4

Damage Vulnerabilities necrotic (in day form), radiant (in night form)

Damage Resistances acid, cold, fire, lightning, thunder; nonmagic B/P/S attacks

Damage Immunities necrotic (in night form), poison, radiant (in day form)

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses blindsight 120' (blind beyond), passive Perception 17

Languages Deep Speech

Challenge 7


Traits

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.

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).

Community Images

Midnight Sun — fantasy monster illustrationPrimary
FTTHelper · auto-generated · monster · monster

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
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