Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
Celestial, Common, telepathy 60.0 ft (18.3 m).
Resistances & Immunities
Traits
Iridescence
The irid sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The light can be any color the irid desires. The irid can create or suppress the light as a bonus action.
Magic Resistance
The irid has advantage on saving throws against spells and other magical effects.
Photographic Memory
The irid can perfectly recall anything it has seen or heard in the last month.
Actions
Gossip
The irid spouts gossip and exaggerated truths about a target it can see within 30 feet. If the target is hostile, it must succeed on a DC 13 Charisma saving throw or have disadvantage on its next attack roll. If the target is friendly, it has advantage on its next attack roll.
Invisibility
The irid magically turns invisible until it attacks or uses Gossip, or until its concentration ends (as if concentrating on a spell). Any equipment the irid wears or carries is invisible with it.
Iridescent Blast
+5 to hit, range 60 ft (18.3 m). Hit: 2d6 radiant damage.
Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 7 (2d6) radiant damage.
Multiattack
The irid uses its Gossip. It then uses its Iridescent Blast once.
About Irid
Irid is a tiny celestial with a Challenge Rating of 1. It has a chaotic neutral alignment.
In combat, this creature maintains an Armor Class of 13 and possesses 20 hit points (derived from 8d4).
Irid has communication capabilities including Celestial, Common, telepathy 60 ft.. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Irid
2 tips available
GM Tips: Using Irid
When using Irid in your D&D 5e campaign, consider these tactical approaches:
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Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
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Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.
Player Guide: Facing Irid
2 strategies available
Player Guide: Facing Irid
When your party encounters this creature, keep these strategies in mind:
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Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
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Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 1.
Solo Encounter:
A single character of level 3 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 200 XP
- Hard: 300 XP
- Deadly: 400 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Irid?
- Irid has a Challenge Rating of 1, making it appropriate for parties of level 1.0.
- What type of creature is Irid?
- Irid is a Tiny Celestial, which affects how certain spells and abilities interact with it.
- What languages does Irid speak?
- Irid can communicate in Celestial, Common, telepathy 60 ft..
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Related D&D 5e Content
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