THE SHARED REFERENCE Adventurer

Monster

Planar Incarnate

Outside your table’s allowed sources

Official reference · MPP · 2014

Creature type
{'Choose': ['Celestial', 'Fiend']}
Size
Gargantuan
Armor class
20 (natural armor)
Hit points
333 (18d20 + 144)
Speed
Walk 40 ft., Fly 40 ft.
Challenge rating
22
Alignment
Any alignment
Strength
27
Dexterity
10
Constitution
26
Intelligence
15
Wisdom
20
Charisma
20
Passive Perception
22
Skills
perception: +12
Senses
truesight 120 ft.
Languages
all
Immunities
necrotic, poison, radiant, immune: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
Condition Immunities
charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, restrained, stunned, unconscious

Traits

Legendary Resistance (3/Day)

If the incarnate fails a saving throw, it can choose to succeed instead.

Magic Resistance

The incarnate has advantage on saving throws against spells and other magical effects.

Planar Form

An incarnate on the Upper Planes is a Celestial. An incarnate on the Lower Planes is a Fiend.

Siege Monster

The incarnate deals double damage to objects and structures.

Actions

Multiattack

The incarnate makes two Slam or Energy Bolt attacks.

Slam

Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 27 (3d12 + 8) force damage.

Energy Bolt

Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 32 (5d12) necrotic damage if the incarnate is a Fiend or radiant damage if the incarnate is a Celestial.

Planar Exhalation (Recharge 5–6)

The incarnate exhales concentrated energy native to its plane in a 60-foot cone. Each creature in that area must make a DC 23 Constitution saving throw. On a failed save, a creature takes 52 (8d12) necrotic damage if the incarnate is a Fiend or radiant damage if the incarnate is a Celestial, and the creature has the blinded condition until the end of the incarnate's next turn. On a successful save, a creature takes half as much damage only.

Reactions

Searing Gaze

In response to being hit by an attack roll, the incarnate turns its magical gaze toward one creature it can see within 120 feet of itself and commands it to combust. The target must succeed on a DC 20 Wisdom saving throw or take 16 (3d10) fire damage.

Teleport

Immediately after a creature the incarnate sees ends its turn, the incarnate teleports up to 60 feet to an unoccupied space it can see.

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