Shining Child

Medium aberration, chaotic evil

Armor Class 18
Hit Points 144 (17d8 + 68)
Speed 30 ft., fly 50 ft.

10 (+0) 17 (+3) 18 (+4) 15 (+2) 11 (+0) 20 (+5)

Skills Arcana +10, Nature +6, Religion +6, Perception +4
Damage Resistances cold, thunder
Damage Immunities fire, poison, radiant
Condition Immunities blinded, poisoned
Senses darkvision 120 ft., passive Perception 14
Languages all, telepathy 120 ft.
Challenge 12 (8,400 XP)


  • Innate Spellcasting. The shining child’s innate spellcasting ability is Charisma (spell save DC 17). It can cast the following spells without material components:
  • Radiant Armor. The Armor Class of the shining child includes its Charisma bonus.
  • Radiance. The shining child sheds bright light out to 10 feet, with dim light for an additional 10 feet. Dexterity (Stealth) checks made in this area automatically fail.


  • Multiattack. The shining child uses its Blinding Light ability and makes one Burning Touch or Searing Ray attack.
  • Blinding Light. The shining child shines with blinding light in a 60-foot radius, with an additional 60 feet of dim light beyond. Any creature who can see the shining child must make a DC 17 Constitution saving throw. On a failed save, the creature is blinded for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If, after one minute, an affected creature has not ended the blinded condition on itself through either succeeding on the saving throw or using magic, it is permanently blinded. A creature can use its reaction to shield its eyes by making a DC 17 Dexterity saving throw. If successful, they are blinded until the start of their next turn but do not have to make the Constitution saving throw to avoid blindness as above. On a failed Dexterity save, they must immediately make the Constitution saving throw.
  • Burning Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) radiant damage plus 19 (4d6 + 5) fire damage and must make a DC 17 Constitution saving throw. On a failure, the target begins to radiate, shedding bright light in a 60-foot radius centered on it. A successful saving throw negates this effect. While under this effect, the target automatically fails Dexterity (Stealth) checks. The target can repeat the saving throw at the end of each of its turns, taking an additional 14 (4d6) fire damage on a failure or ending the effect on itself on a success. The Burning Touch effect can be extinguished by magical darkness, a greater restoration, or a heal spell.
  • Searing Ray. Ranged Spell Attack: +9 to hit, range 120/300 ft., one target. Hit: 42 (12d6) radiant damage or 63 (18d6) radiant damage if the target is undead.


Creatures of burning light and strange geometry, shining children are a terror to behold. Beyond the flares of energy that constantly burst from their forms (particularly in beam-like gouts from their eyes and mouths), the creatures are vaguely humanoid, with strange hands that each bear four fingers. Occasionally summoned by powerful wizards in search of rare arcane knowledge, the shining children (who disdain individual names) communicate via telepathy, a psychic roar like metal tearing that sometimes resolves into strained and raspy words. A shining child stands just over 4-1/2 feet tall and weighs 85 pounds.

Section 15: Copyright Notice

Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb.

Tome of Horrors 2020, (C) 2020, Necromancer Games

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