Irid
Tiny Celestial, chaotic neutral (CR 1)Armor Class 13
Hit Points 20 (8d4)
Speed 10 ft., fly 40 ft.
4 (-3)
17 (+3)
10 (+0)
12 (+1)
10 (+0)
16 (+3)
Skills deception 7, perception 2, persuasion 7, stealth 5
Senses darkvision 60 ft., passive Perception 12
Languages Celestial, Common, telepathy 60 ft.
Challenge Rating 1
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.
sizeTiny
typeCelestial
group
alignmentchaotic neutral
strength_save
dexterity_save
constitution_save
intelligence_save
wisdom_save2
charisma_save5
perception2
damage_vulnerabilities
damage_resistancesradiant
damage_immunitiespoison
condition_immunitiescharmed, exhaustion, frightened, poisoned
cr1
reactions
legendary_desc
legendary_actions
special_abilitiesname: Iridescence,desc: 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.,name: Magic Resistance,desc: The irid has advantage on saving throws against spells and other magical effects.,name: Photographic Memory,desc: The irid can perfectly recall anything it has seen or heard in the last month.
spell_list
page_no217
document__license_urlhttp://open5e.com/legal
document__slugtob2
document__titleTome of Beasts 2
document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/
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Tome of Beasts 2, page no. 217