Midnight Sun

Large Aberration, neutral evil (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)

CHR

15 (+2)


Skills perception 4

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

Languages Deep Speech

Challenge Rating 7

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).


sizeLarge

typeAberration

group

alignmentneutral evil

strength_save

dexterity_save6

constitution_save

intelligence_save

wisdom_save7

charisma_save5

perception4

damage_vulnerabilitiesnecrotic (in day form), radiant (in night form)

damage_resistancesacid, cold, fire, lightning, thunder; nonmagic B/P/S attacks

damage_immunitiesnecrotic (in night form), poison, radiant (in day form)

condition_immunitiesblinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

cr7

reactions

legendary_desc

legendary_actions

special_abilitiesname: Changing Form,desc: 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.,name: Energy Being,desc: 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.,name: Reality Inversion,desc: 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.

spell_list

page_no270

document__license_urlhttp://open5e.com/legal

document__slugtob3

document__titleTome of Beasts 3

document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/

Find the complete stats on: Open5e

Tome of Beasts 3, page no. 270
Other formats: JSON

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