Shining Child
Creature 12 — astral
CrasherSnareLANDAERIALastralfire
Shining children are wicked, enigmatic monsters that roam remote planes and untraveled corners of the universe in search of esoteric lore. With their abnormally gaunt frames, long white hair, and unnerving, four-fingered hands, shining children are both strangely familiar and otherworldly in appearance, though they are barely visible within the shroud of blinding light they continually emit. Their faces are truly horrible, however, as their overlarge eyes and distended, gaping mouths reveal thei
Source: pathfinder-monster-core
Perception +23; darkvision
Languages aklo; Telepathy 120 feet
Skills arcana +18, deception +23, diplomacy +21, intimidation +21, occultism +18
Str
+2
Dex
+5
Con
+6
Int
+2
Wis
+5
Cha
+7
AC 33
Fort +22
Ref +19
Will +19
HP 215
Immunities blinded, dazzled, fire
Speed 30 feet, fly 50 feet
Offense
Melee Fist (agile, finesse, magical, unarmed) +25, Damage 3d4+5 bludgeoning plus 4d6 fire plus 2d4 fire
Ranged Fire Ray (arcane, magical) +25, range 100 feet, Damage 3d10+3 fire
2d10 vitality damage if the target is undead
Abilities
Telepathy 120 feet (aura, magical, mental) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Radiance Dependence — The shining child is Off-Guard while in areas of darkness.
Blinding Aura (arcane, aura, incapacitation, light) — 60 feet.
The shining child sheds bright light. Any creature that starts its turn in the aura must succeed at a DC 29 Fortitude save. If it fails, it is Blinded for 1 minute, and if it critically fails, it's permanently blinded. A creature that succeeds at its save is temporarily immune to this effect for 24 hours.
The shining child sheds bright light. Any creature that starts its turn in the aura must succeed at a DC 29 Fortitude save. If it fails, it is Blinded for 1 minute, and if it critically fails, it's permanently blinded. A creature that succeeds at its save is temporarily immune to this effect for 24 hours.
Overwhelming Light (light) —
Occult Innate Spells DC 33, attack +25
7th Sunburst (×2)
6th Vibrant Pattern, Wall of Force
5th False Vision
4th Mirage, Translocate, Translocate (At Will)
2nd Dispel Magic
1st Illusory Object (At Will)
Cantrips (7th) Light
WORKS WELL WITH
AnvilLAND / AERIALA durable frontline holds Off-Guard, blinded foes in place while the radiant threat keeps burning them with fire ray and fist Strikes.
FlankerLAND / AERIALA mobile skirmisher capitalizes on foes rendered Off-Guard by the blinding aura before they recover their footing.
SniperLAND / AERIALA ranged striker punishes targets that flee the aura's radius rather than closing into melee.
PUNISHES
✖ clumping✖ low Fortitude saves✖ melee reliance✖ standing still
Stacking another aura-blinder wastes actions once a target's Fortitude save against the first has already resolved.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Shining Child in the encounter builder — free, no install.
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