Medium Elemental, Typically Chaotic Good
Armor Class 14
Hit Points 16 (3d8 + 3)
Speed 80 ft.
STR
6 (-2)
DEX
18 (+4)
CON
13 (+1)
INT
6 (-2)
WIS
10 (+0)
CHA
8 (-1)
Skills Acrobatics +6
Damage Resistances Acid, Cold, Fire, Lightning, Necrotic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Radiant
Senses Truesight 60 ft., Passive Perception 10
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Amorphous. The bright can move through a space as narrow as 1 inch wide without squeezing.

Light Speed. While in any level of light, the bright can take the Dash action as a bonus action.

Blinding Light. When within 5 ft. of a target they must make a constitution saving throw of 14 or be Blinded

Blind to the blackness. While in magical darkness, the bright has disadvantage on attack rolls, ability checks, and saving throws.

 

 

Actions

Dexterity Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) radiant damage, and the target's Dexterity score is reduced by 1d6. The target dies if this reduces it's Dexterity to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

If a non-good humanoid dies from this attack, a new bright rises from the corpse 1d4 hours later.

Previous Versions

Name Date Modified Views Adds Version Actions
4/15/2023 5:26:24 AM
5
1
0.5
Coming Soon

Habitat: UnderdarkUrban

Axyl_WildDrake

Comments

Posts Quoted:
Reply
Clear All Quotes