Shining Child
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.
Though they harbor many secrets, their greatest secret may be their own origin. Numerous theories abound—that the shining children are beings from another dimension, avatars of a dying star grown sentient, or creatures of light battling living darkness at the edge of reality. A shining child stands just over 4-1/2 feet tall and weighs 85 pounds.
- HP
- 152 (16d10+64)
- AC
- 28, touch 21, flat-footed 24 (+7 deflection, +3 Dex, +1 dodge, +7 natural)
- Speed
- 30 ft., fly 50 ft. (perfect)
- Init
- +7
- Melee
- 2 touches +19 (4d10 fire plus burning touch)
- Ranged
- searing ray +19 touch (10d6 fire)
- BAB
- +16
- CMB
- +16
- CMD
- 37
- Fort
- +14
- Ref
- +10
- Will
- +10
Weapons: Martial, Simple
Radiant Armor — The light that surrounds a shining child grants a deflection bonus to its AC equal to its Charisma bonus. The bonus is negated as long as the shining child is in the area of effect of a spell with the darkness descriptor that is at least 3rd level.
Ability Focus (blinding light), Dodge, Improved Initiative, Lightning Reflexes, Mobility, Skill Focus (Perception), Spring Attack, Weapon Finesse
<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>
<p class="stat-block-1"> You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.</p><p class="stat-block-2">Dodge bonuses stack with each other, unlike most types of bonuses.</p>
<p class="stat-block-1"> You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.</p>
<p class="stat-block-1"> As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.</p>
<p class="stat-block-1"> With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.</p>
Bluff +26, Diplomacy +23, Fly +11, Intimidate +26, Knowledge (arcana) +21, Knowledge (planes) +21, Perception +25, Spellcraft +21, Use Magic Device +26
- Type
- Outsider
- Alignment
- CE
- Size
- Medium
- Environment
- any land (extraplanar)
- Organization
- solitary, visitation (2-9), or incursion (11-20)
- Treasure
- none
- Senses
- darkvision 120 ft.; Perception +25
- Languages
- telepathy 120 ft.
- Source
- Bestiary 2
-
Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Lightning Reflexes (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Mobility (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Skill Focus (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Spring Attack (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Weapon Finesse (Feat)House/Core — covered by the site's Section 15.
-
Knows spell: Teleport, Greater (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Light (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Major Image (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Dispel Magic, Greater (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Mirage Arcana (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Rainbow Pattern (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Spell Turning (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Sunbeam (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Wall Of Force (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Scintillating Pattern (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Screen (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Symbol Of Insanity (Spell)House/Core — covered by the site's Section 15.
Loading references...