Medium unknown, Unaligned
Armor Class 12
Hit Points 60 (8d10 + 15)
Speed 50 ft., Hover , Swim 30 ft.
STR
7 (-2)
DEX
12 (+1)
CON
16 (+3)
INT
6 (-2)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws CON +6, WIS +5
Skills Intimidation +2, Stealth +6
Damage Vulnerabilities Acid
Damage Resistances Necrotic, Radiant, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks while in Dim Light or Darkness
Damage Immunities Cold, Fire, Lightning, Poison
Senses Darkvision 120 ft, Passive Perception 14
Languages none
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Incorporeal Movement. The Alien Radiance can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

 

Actions

Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.

Alien Color. Each living creature within 60 feet of the Alien Radiance that can see it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target becomes Stunned for 1 minute instead. A frightened or stunned target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Alien Color for the next 24 hours.

 

Reactions

Energy Absorption. Whenever the Alien Radiance is subjected to fire or lightning damage, it takes no damage and instead regains a number of hit points equal to the damage dealt.

Description

The Alien Radiance is a sentient energy elemental from beyond the Prime Material plane, within the strange Quasi-Elemental plane of Radiance which exists at the border between the Elemental planes of Fire and Positive Energy. While not intending any evil, the creature feeds on positive energy, electricity, and heat, which has the unfortunate side effect of withering and decomposing living beings. When trapped in the Prime Material plane it will seek shelter from the (to it) strange light of the sun and feed itself on whatever is nearby, only unleashing its fantastic colors to defend itself from attack.

Those who witness the alien color of this creature and fail their saving throw to the point that they become stunned; will also become obsessed with it, needing to witness it again or somehow try to reproduce it, as if the color was a drug they have become addicted to. How severe this obsession is and what lengths they will go to in their madness is up to the Dungeon Master to decide.

Lair and Lair Actions

The Alien Radiance will find shelter in a dark place close to plants, animals and other living entities, surrounding itself with a strange and viscous ooze made from the decomposed solid matter of beings that have become totally necrotized by its feeding on their vital energy.

Lair Actions

On initiative count 20 (losing initiative ties), the Alien Radiance takes a lair action to cause one of the following effects; the Alien Radiance can’t use the same effect two rounds in a row, spell effects all require a Wisdom saving throw, spell save is DC16:

  • Creates an effect identical to the spell Color Spray.
  • Releases one of the partially consumed creatures within its ooze, causing an effect identical to the spell Cause Fear.
  • spends five of its hit points to create an effect identical to the spell Hypnotic Pattern.

 

Monster Tags: abberationElemental

TheMightyGluestick

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