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Shining Child

Medium aberration, chaotic evil

Armor Class 18 (natural armor)
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)

Special Traits

  • Innate Spellcasting. The shining child’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can cast the following spells without material components:
  • Radiant Armor. The AC of the shining child includes its Charisma bonus.
  • Radiance. The shining child sheds bright light out to 10 feet, and dim light 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 DC17 Constitution saving throw. On a failed save, the creature is blinded for 1 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, it is blinded until the start of its next turn, but does not have to make the Constitution saving throw to avoid blindness as above. On a failed Dexterity save, it 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 target 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. 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 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.
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.