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Midnight Sun

Large · Aberration · CR 7 · Neutral Evil

Armor Class
16 (natural armor)
Hit Points and Hit Dice
136 (16d10+48)
Challenge Rating CR
7

Ability Scores

Core attributes and their modifiers.

STR
10
+0
DEX
16
+3
CON
16
+3
INT
11
+0
WIS
18
+4
CHA
15
+2

Overview

Category Monsters
Size Large
Type Aberration
Alignment Neutral Evil
XP 2900
Initiative Bonus +3

Movement

Fly 60 ft (18.3 m)

Senses

Blindsight 120 ft (36.6 m)
Passive Perception 17

Saving Throws

Dexterity +6 Wisdom +7 Charisma +5

Skills

Perception +4

Languages

Deep Speech

Resistances & Immunities

Damage Immunities
necrotic (in night form), poison, radiant (in day form)
Damage Resistances
acid, cold, fire, lightning, thunder; nonmagic B/P/S attacks
Damage Vulnerabilities
necrotic (in day form), radiant (in night form)
Condition Immunities
blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Traits

Changing Form

Automatically changes based on presence light.Day Form. While more than half midnight sun is in darkness it appears as a glowing orb of light but sheds no light. In this form it deals radiant has immunity to radiant and vulnerability to necrotic.Night Form. While more than half the midnight sun is in bright or dim light it appears as an orb of darkness. In this form it deals necrotic has immunity to necrotic and has vulnerability to radiant.Twilight Form. While half of it is in bright or dim light and half is in darkness it appears as split orb of light and darkness. It deals force.

Energy Being

Can move through a space as narrow as 1 inch wide with o squeezing and it can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn that creature takes 3 (1d6) damage of the type determined by the sun’s current form.

Reality Inversion

When creature starts turn in sun’s space or within 5 ft. any circumstance trait or feature that would grant it advantage instead grants disadvantage and vice versa until start of its next turn.

About Midnight Sun

Midnight Sun is a large aberration with a Challenge Rating of 7. It has a neutral evil alignment.

In combat, this creature maintains an Armor Class of 16 and possesses 136 hit points (derived from 16d10+48).

Midnight Sun has communication capabilities including Deep Speech. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Midnight Sun

1 tips available

When using Midnight Sun in your D&D 5e campaign, consider these tactical approaches:

  • 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.

Player Guide: Facing Midnight Sun

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • 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.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 7.

Solo Encounter:

A single character of level 10 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 5,600 XP
  • Hard: 8,400 XP
  • Deadly: 11,200 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Midnight Sun?
Midnight Sun has a Challenge Rating of 7, making it appropriate for parties of level 7.0.
What type of creature is Midnight Sun?
Midnight Sun is a Large Aberration, which affects how certain spells and abilities interact with it.
What languages does Midnight Sun speak?
Midnight Sun can communicate in Deep Speech.

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