Size:
Type:
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
Hit Points:
Attack Rank:
Passive Defense:
Active Defense:
Damage Reduction:
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Multiattack
The shining child uses its Blinding Light ability and makes one Burning Touch or Searing Ray attack.
Reaction
Burning Touch
Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) radiant damage plus 19 (4d6 + 5) fire damage and must make a DC 17 Constitution saving throw. On a failure, the target begins to radiate, shedding bright light in a 60-foot radius centered on it. A successful saving throw negates this effect. While under this effect, the target automatically fails Dexterity (Stealth) checks. The target can repeat the saving throw at the end of each of its turns, taking an additional 14 (4d6) fire damage on a failure or ending the effect on itself on a success. The Burning Touch effect can be extinguished by magical darkness, a greater restoration, or a heal spell.
Reaction
Searing Ray
Ranged Spell Attack: +9 to hit, range 120/300 ft., one target. Hit: 42 (12d6) radiant damage or 63 (18d6) radiant damage if the target is undead.
Special
1/day
plane shift (self only), sunbeam
Special
3/day each
daylight, dispel magic, mirage arcana
Special
At will
light, major image
Special
Innate Spellcasting
The shining child's innate spellcasting ability is Charisma (spell save DC 17). It can cast the following spells without material components:
Special
Radiance
The shining child sheds bright light out to 10 feet, with dim light for an additional 10 feet. Dexterity (Stealth) checks made in this area automatically fail.
Special
Radiant Armor
The Armor Class of the shining child includes its Charisma bonus.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
2 touches
19 (4d10 fire plus burning touch)
Special (Ex)
Blinding Light
Special (Su)
Burning Touch (Su)
Special (Su)
Radiant Armor (Su)
Special (Su)
Searing Ray (Su)

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Ability Focus (blinding light)
Action
Feat 2
Dodge
Action
Feat 3
Improved Initiative
Action
Feat 4
Lightning Reflexes
Action
Feat 5
Mobility
Action
Feat 6
Skill Focus (Perception)
Action
Feat 7
Spring Attack
Action
Feat 8
Weapon Finesse
Action
Melee 1
2 touches +19 (4d10 fire plus burning touch)
Action
Ranged 1
searing ray +19 touch (10d6 fire)
Special
1/day
scintillating pattern (DC 25), screen (DC 25), symbol of insanity (DC 25)
Special
3/day
greater dispel magic, mirage arcana (DC 20), rainbow pattern (DC 22), spell turning, sunbeam, wall of force
Special
At will
greater teleport (self plus 50 lbs. of objects only), light, major image (DC 20)
Special
Blinding Light (Ex)
A shining child can radiate a 60-foot-radius aura of blinding light as a free action. Creatures within the affected area must succeed on a DC 25 Fortitude save or be permanently blinded. A creature that successfully saves cannot be affected again by the same shining child's aura for 24 hours. The save is Constitution-based.
Special
Burning Touch (Su)
A shining child corrupts the positive energy within a living creature into an unnatural burning light. For the next 5 rounds after a successful touch attack by a shining child, the target takes 2d6 points of fire damage. The burning light can be "extinguished" by casting darkness or deeper darkness on the target, or by entering an area of natural darkness (not counting the light from the burning target).
Special
Radiant Armor (Su)
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.
Special
Searing Ray (Su)
A shining child's primary attack is a ray of searing light. This attack has a range of 120 feet. The ray deals double damage to undead creatures.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Blinding Aura
(arcane, aura, incapacitation, light) 60 feet. The shining child sheds bright light. Any creature that starts its turn in the aura must succeed at a Fortitude DC 29 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.
Ability
Occult Innate Spells
DC 33; 7th spell turning, sunburst; 6th dispel magic, vibrant pattern, wall of force; 5th dimension door, false vision, hallucinatory terrain; 4th dimension door (at will; self only); 2nd illusory object (at will); Cantrips (6th) light
Ability
Overwhelming Light
Circumstance: Trigger: The shining child enters an area of magical darkness or
The shining child attempts to counteract the magical darkness (as a 7th-level spell).
Ability
Radiance Dependence
The shining child is flat-footed while in areas of darkness.
Offense
Melee
Circumstance: combat round (melee)
fist +25 [+21/+17] (agile, finesse, magical), Damage 3d4+5 bludgeoning plus 4d6 fire and 2d4 persistent fire
Trait
Astral
Astral creatures are native of the Astral Plane. They can survive the basic environmental effects of the Astral Plane.
Immunity
blinded
dazzled
fire
Language
Aklo
telepathy 120 feet
Perception
darkvision