Shining ChildCreature 12
Source Pathfinder Bestiary
Perception +23 (darkvision)
Languages Aklo, Telepathy 120 Feet
Skills Arcana +18, Deception +23, Diplomacy +21, Intimidation +21, Occultism +18
Str +2, Dex +5, Con +6, Int +2, Wis +5, Cha +7
AC 33; Fort +22; Reflex +19; Will +19;
HP 215
Speed 30 feet (fly 50 feet)
Immunities blinded, dazzled, fire
Fist +25 (+21, +17) to hit (agile, finesse, magical) 3d4+5 Bludgeoning + 4d6 Fire
Fire Ray +25 (+20, +15) to hit (arcane, evocation, magical, range 100) 3d10+3 Fire
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Telepathy 120 feet (aura, divination, magical)A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Radiance DependenceThe shining child is Flat-Footed while in areas of darkness.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Blinding Aura (arcane, aura, incapacitation, light)60 feet Aura
The shining child sheds bright light. Any creature that starts its turn in the aura must succeed at a DC 29 fortitude save. If it fails, it is Blinded for 1 minute, and if it critically fails, it's permanently blinded. A creature that succeeds at its save is temporarily immune to this effect for 24 hours.
Overwhelming Light (light)Trigger The shining child enters an area of magical darkness or begins its turn in an area of magical darkness.
Effect The shining child attempts to counteract the magical darkness (as a 7th-level spell).
Occult Innate Spells (DC 33, +25 to hit)
Cantrips (6th Level): Light
1st Level: Illusory Object (At Will)
2nd Level: Dispel Magic
4th Level: Dimension Door, Dimension Door (At Will) (Self Only), Hallucinatory Terrain
5th Level: False Vision
6th Level: Vibrant Pattern, Wall of Force
7th Level: Spell Turning, Sunburst
Shining children are wicked, enigmatic monsters that roam remote planes and untraveled corners of the universe in search of esoteric lore. With their abnormally gaunt frames, long white hair, and unnerving, four-fingered hands, shining children are both strangely familiar and otherworldly in appearance, though they are barely visible within the shroud of blinding light they continually emit. Their faces are truly horrible, however, as their overlarge eyes and distended, gaping mouths reveal their heads to be voids filled with unnatural light. Shining children use this light as a weapon, weaving illusions and focusing beams of fiery brilliance.
Because of their reputation as scholars of the alien and the eldritch, shining children are sometimes summoned by powerful wizards or occultists in search of rare knowledge. The creatures never give away their lore without some price, though, and typically demand in return the performance of contemptible deeds that further their inscrutable, far-ranging plans.
These mysterious beings are natives of the Astral Plane. In that vast plane, accretions of metaphysical matter gradually accumulate and eventually coalesce into demiplanes. During this tumultuous process, sparks of living light sometimes shear off the newly formed planes, and these sparks of raw planar energy somehow transform into shining children. Every newly formed demiplane leaves a different mental imprint on its shining "offspring," making it easy for shining children to telepathically recognize their brothers and sisters. Forever trapped in apparently adolescent bodies, shining children dedicate themselves to scholarship and violence with equal measure in a futile effort to understand their roles in the multiverse and the burning injustice of their births.
Shining children confuse most other creatures with their refusal to use individual names in favor of alternating between referring to each other singularly and collectively.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.