Monster Dossier

Gliminal

Gliminal is a fantasy monster entry from source B3.

Level 9

Traits

rarenmediumincorporealpositivespirit

Rules & statistics

Monster Profile

Perception

18

Senses

  • Name
    darkvision
  • Name
    lifesense
    Range
    60

Languages

Languages
  • damored
Abilities
  • telepathy 60 feet

Skills

Acrobatics
19
Arcana
15
Medicine
18
Religion
16
Positive energy plane lore
19

Ability Mods

Str
-5
Dex
6
Con
4
Int
2
Wis
3
Cha
5

Defenses

Ac
27
Saving Throws
Fort
19
Ref
21
Will
16
Hp
  • Hp
    160
Immunities
  • poison
  • precision
  • death effects
  • disease
  • paralyzed
  • unconscious
Weaknesses
  • Amount
    10
    Name
    negative
Resistances
  • Amount
    5
    Name
    all
    Note
    except force, ghost touch, or negative; double resistance against non-magical

Speed

Fly
60

Attacks

  • Range
    Melee
    Name
    scintillating claw
    Attack
    19
    Traits
    • agile
    • finesse
    • magical
    Damage
    3d8+7 positive
    Types
    • positive
  • Range
    Ranged
    Name
    radiant ray
    Attack
    19
    Traits
    • light
    • magical
    • positive
    Damage
    4d8 positive
    Types
    • positive

Spellcasting

  • Type
    Innate
    Tradition
    primal
    DC
    28
    Attack
    20
    Entry
    0
    Level
    5
    Spells
    • Name
      light
    3
    Spells
    • Name
      heal
      Amount
      at will
    5
    Spells
    • Name
      chromatic wall
    • Name
      searing light
      Amount
      3

Abilities

Mid
  • Entries
    • A gliminal doesn't gain the automatic or temporary Hit Points from being on a plane with the positive planar essence.
    Name
    Positive Nature
  • Traits
    • aura
    • light
    • positive
    • visual
    Entries
    • 30 feet. The gliminal emits bright light in the area, and dim light out to 60 feet. When a creature enters or starts its turn in the area of bright light, it must succeed at a 25 Fortitude save or become dazzled until the end of its turn. If the mantle is counteracted or suppressed, the gliminal loses their resistance and can't use Bond in Light until the mantle returns.
    Name
    Radiant Mantle
Bot
  • Activity
    Number
    1
    Unit
    action
    Traits
    • healing
    • necromancy
    • positive
    • primal
    Entries
    • The gliminal magically links to one living creature within the radius of their radiant mantle. This creature glows with bright light in a 20-foot emanation and dim light to 40 feet. While the link is in effect, the target has fast healing 10, and any time the target needs to defend against an attack or attempt a save, the gliminal can substitute their own AC or corresponding save bonus if it's higher than the target's. Any time the target takes damage, the gliminal can choose to divert any amount of that damage to themself. The damage has the same type and still applies the gliminal's immunities, resistances, and weaknesses.
    • The link remains until the target is more than 120 feet away, the gliminal falls unconscious, or the gliminal uses Bond in Light again.
    Name
    Bond in Light
  • Traits
    • necromancy
    • positive
    • primal
    Entries
    • When a gliminal grants positive healing that would heal a living creature above their maximum Hit Points, including the fast healing HP from their Bond in Light ability, the excess is granted as temporary Hit Points.
    • Unlike normal, these temporary HP combine with each other, and they last for 1 hour. If a creature's temporary HP from a gliminal ever exceeds its maximum HP, it becomes overloaded and explodes in a burst of positive energy.
    • A creature with temporary HP from overpowering healing becomes sickened 1, or sickened 2 if the temporary HP equal half their maximum HP or more. The creature can't reduce this sickened condition unless it has 0 temporary HP.
    • Overpowering healing doesn't apply to creatures with the positive trait.
    Name
    Overpowering Healing

Background

Lore

No lore provided.