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 Rift Beast - CR: 8

          Story

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The Rift Beasts or as scholors call them Dilacerants are creatures made of pure light. Taking only one shape, an extreamly tall humanoid It is belived by some that there is either only one rift beast or all of its kind are identical.​
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The creatures nature makes it impossible for physical objects to touch which presents a great danger since it seems to have no such restriction in reverse.
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The creature is attracted by use of light, shadow, and teleportation. Abuse of any of these things is sure to summon a Dilacerant.
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Dilacerant are usually completely unaffected by actions made physically. Existing completely as Light. However when they are made aggressive they become more corporal for a time. Having no direct consciousness they do not have a scene of the vulnerability this puts them at.
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​        Combat  

Is aggressive making targets ranged attackers unless drawn away by use of shadow, light, or teleportation magic.
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If most of its targets are at range it uses its legendary action rift searing.
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​stats

 
dilacerant
Medium Humanoid (Rift Beast) Natural Evil
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Armor Class 1
Hit Points 105 (11d12)
Speed Hover 30ft

STR  DEX  CON  INT  WIS  CHA
 10     10     10    18     20    14
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Skills Stealth +3
Sensest Truesight, Passive Perception 18
Languages N/a
Challenge 8 (8,900 xp)
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Innate Spell Casting. A Dilacerant;s innate spellcasting ability is Wisdom (Spell save DC 13, +5 to hit with spell attacks) it can innately cast the following spells requiring no material components:
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At will: Light 
1/day each: Lightning Bolt, Blink, Blindness/Deafness
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Incorporeal Movement. The Dilacerant can move through other creatures and objects as if they were difficult terrain.
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Darkness Sensitivity. Wile in complete darkness the Dilacerant has disadvantage on attack rolls and attacks made agisnt it have advantage.
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Dimensional Flickering. If the Dilacerant hasn't moved on its becomes completely untouchable by any ability other than Light and shadow themed effects. Movement includes teleportation.
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ACTIONS
Multiattack. The Dilacerant makes two attacks: one with its Photonic Blast and one with its Tentacles. if it hits with its tentacles, the Dilacerant can use it's Flash action against the same target.
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Photonic Blast. Ranged Spell Attack: +6 to hit, reach 30 ft., one target. Hit: 12(3d6+ 4) Radiant damage.
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Tentacels. Melee weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13(2d8+ 4) Radiant damage.
 
Flash (Recharge 3-5). The Dilacerant flashes a creature it hit this turn with a blinding light from the point of impact. Each target must make a DC 14 Constitution saving throw. On a failed save they have disadvantage on all Wisdom (perception) checks for the next 24 hours and can not cast transmutation magic within 100ft of the Dilacerant.
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Legandary actions
The Dilacerant can take up to 3 Legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature;s turn. the Dilacerant regains spent legendary actions at the start of its turn.
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Teleport. the Dilacerant magically teleport; along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Photonic Blast (Costs 2 actions). The Dilacerant makes a Photonic blast attack.
Searing Rift (Costs 3 actions). Make a Tentacels attack on all targets beyond 30ft. If hit they are teliported to a random location on the map.
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