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Living Prismatic Sphere

Huge construct, typically unaligned

Armor Class 18 (natural armor)
Hit Points special, see prismatic form
Speed 20 ft., fly 20 ft.

STR DEX CON INT WIS CHA
10 (+6) 19 (+4) 18 (+4) 5 (-3) 11 (+0) 6 (-2)

Damage Immunities see prismatic form
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone, paralyzed, stunned
Senses darkvision 120 ft., truesight, passive Perception 10
Languages
Challenge 20 (25,000 XP)
Proficiency Bonus +6

SPECIAL TRAITS

  • Amorphous. The living spell can move through a space as narrow as 1 inch wide without squeezing.
  • Blinding Aura. When a creature that can see the sphere moves to within 20 feet of it or starts its turn there, it must succeed on a DC 18 Constitution saving throw or become blinded for 1 minute. At the end of each of its turns it may attempt this saving throw again to end the blindness.
  • Illumination. The living prismatic sphere sheds bright light in a 100-foot radius and dim light in an additional 100 feet.
  • Prismatic Form. The living prismatic sphere can choose to allow certain creatures to occupy its space without harm. Any other creature that tries to enter its space may do so but suffers the negative effect of each layer still active in order from red to violet. They must make separate DC 18 Dexterity saving throws against each layer. The living prismatic sphere is nearly impossible to destroy. The only way to defeat it is by destroying it one layer at a time, in the following order. Once the violet layer is destroyed, the living prismatic sphere fades to nothing.
    • Red. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. The layer can be destroyed by dealing at least 25 cold damage to the sphere.
    • Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. The layer is destroyed by a strong wind.
    • Yellow. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.
    • Green. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.
    • Blue. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.
    • Indigo. On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.
    • Violet. On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM’s choosing and is no longer blinded. This layer is destroyed by a dispel magic spell or a similar spell.

ACTIONS

  • Multiattack. The living spell makes three magical strike attacks.
  • Magical Strike. Ranged Spell Attack: +10 to hit, ranged 60 ft., one target. Hit: 21 (6d6) damage. Roll d10 to determine the damage type: 1-2 fire damage, 3-4 acid damage, 5-6 lightning damage, 7-8 poison damage, 9-10 cold damage.
  • Prismatic Spray (Recharge 5-6). The living prismatic sphere releases a spray of colored lights, filling a 60-foot cone. Each creature in the cone must make a DC 18 Dexterity throw. For each creature in the area, roll on 1d8 to determine the effect.
d8 Effect
1 Red: The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
2 Orange: The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
3 Yellow: The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
4 Green: The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
5 Blue: The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
6 Indigo: On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive, keep track of both until the target collects three of a kind.
7 Violet: On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
8 Special: The target is struck by two rays. Roll twice more, rerolling any 8s.

LEGENDARY ACTIONS

A living prismatic sphere can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Spent legendary actions are regained at the start of each turn.

  • Magical Strike. The sphere makes a magical strike attack.
  • Prismatic Aura (Costs 3 Actions). Each creature within 5 feet of the sphere must make a DC 18 Dexterity saving throw or be subject to the effect of the outermost layer as described in prismatic form. (For example, if the red and orange layers are both destroyed, it is as though they passed through the yellow layer.)

ABOUT

A shimmering sphere spans fifteen feet across and is made of all the colors of the rainbow. At first it seems like a powerful magical ward, until the colors ripple and it moves toward you.

Through chaos magic or eldritch experiments gone wrong, spells sometimes take on lives of their own. Among the most powerful of these are living prismatic spheres, which are born from prismatic wall and prismatic spray spells.

Eternal Guardians. Prismatic wall spells are powerful abjurations, often used to protect valuable items or locations. Sometimes living prismatic spheres instinctively take on the role of protector, and become obsessed with guarding an area or items, even if they do not understand why.

Alpha Predators. In areas saturated with living spells, some living prismatic spheres hunt and consume lesser living spells. So little is known about living spells that it’s unclear if this provides the spheres with nutrients or it’s simply a result of the chaotic magic that animates them. Whatever the reason, living prismatic spheres are so powerful no other living spells could possibly threaten them.

Section 15: Copyright Notice

This and That: Torch and Lantern, Copyright 2021 Sneak Attack Press; Author Matthew J. Hanson.

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