Small/Medium celestial, lawful neutral
- Armor Class
- 15 (natural armor)
- Hit Points
- 65 (10d8 + 20)
- Speed
- fly 30 ft. (hover), 30 ft., canHover true ft.
- Challenge
- 3 (700 XP)
- Saving Throws
- Dex +5, Wis +5
- Skills
- Arcana +6, History +6, Insight +5, Perception +5
- Damage Immunities
- radiant
- Condition Immunities
- exhaustion
- Senses
- darkvision 120 ft., passive Perception 15
- Languages
- all
Traits
The living portent sheds bright light for 30 feet and dim light for an additional 30 feet.
Actions
The living portent makes two Radiant Strike attacks.
Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 120 ft., one target. Hit: 9 (1d12 + 3) radiant damage.
The living portent magically infuses the power of its prophecy into another willing creature the living portent can see within 30 feet of itself. The target's hit point maximum and current hit points increase by 7 (1d8 + 3), and it gains a prophecy die, a d8. Once during each of the creature's turns, when it fails an ability check or saving throw or misses an attack roll, it can roll the prophecy die and add the number rolled to the total, potentially changing the outcome. The blessing ends after 1 hour or when the living portent ends the blessing (no action required) or uses this action again.
Bonus Actions
The living portent magically transforms into a Humanoid while retaining its game statistics (other than its size and Brilliance trait). The transformation ends if the living portent is reduced to 0 hit points or uses a bonus action to end it.
Reactions
When the living portent is damaged by a creature that it can see within 120 feet of itself, radiant power sears the creature. The creature must make a DC 13 Constitution saving throw, taking 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one.
Spellcasting
The living portent casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability: