Monster
Incarnation of Vibrance
Outside your table’s allowed sources
Official reference · LFL · 2014
- Creature type
- Fey
- Size
- Huge
- Armor class
- 14
- Hit points
- 230 (20d12 + 100)
- Speed
- Walk 40 ft.
- Challenge rating
- 10
- Alignment
- Neutral
- Strength
- 20
- Dexterity
- 17
- Constitution
- 20
- Intelligence
- 10
- Wisdom
- 16
- Charisma
- 21
- Passive Perception
- 13
- Initiative
- +7
- Saving Throws
- con: +9; cha: +9
- Senses
- Darkvision 60 ft.
- Languages
- Sylvan; telepathy 120 ft.
- Resistances
- radiant
- Condition Immunities
- blinded, charmed, deafened, frightened
Traits
Magic Resistance
The incarnation has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack
The incarnation makes two Vine attacks and uses Radiant Blast. It can replace one vine attack with a use of Spellcasting to cast Blindness/Deafness if available.
Vine
Melee Attack: +9, reach 20 ft. Hit: 18 (3d8 + 5) Bludgeoning damage. If the target is the incarnation's size or smaller, it has the Grappled condition (escape DC 15) from one of two vines.
Radiant Blast
Constitution Saving Throw: DC 17, each creature of the incarnation's choice in a 20-foot Emanation originating from the incarnation. Failure: The creature takes 14 (2d8 + 5) Radiant damage. Success: Half damage.
Bonus actions
Shape-Shift
The incarnation changes its size to Medium, Large, or Huge.
The incarnation teleports up to 60 feet to an unoccupied space it can see. The incarnation can't teleport while it has a creature Grappled.
The incarnation casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability:
At will: Daylight, Druidcraft, Plant Growth
1/day: Blindness/Deafness