Sources
CR
Type
Size
Alignment
Movement

Incarnation of Transience

Huge Fey, Neutral

Armor Class 16
Hit Points 142 (15d12 + 45)
Speed 40 ft., swim 40 ft.
STR
21
+5
DEX
20
+5
CON
17
+3
INT
10
+0
WIS
14
+2
CHA
16
+3
Saving Throws DEX +8, CON +6
Condition Immunities Grappled, Paralyzed, Petrified, Prone, Restrained
Senses Darkvision 60 ft., passive Perception 12
Languages Sylvan; telepathy 120 ft.
Challenge 7 (2,900 XP)

Traits

Ephemeral Movement. The incarnation can move through other creatures and objects as if they were Difficult Terrain, and its movement doesn't provoke Opportunity Attacks. It takes 5 (1d10) Force damage if it ends its turn inside an object.

Magic Resistance. The incarnation has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The incarnation makes three attacks, using Bite or Miasmic Globule in any combination.

Bite. Melee Attack Roll: +8, reach 5 ft. Hit:14 (2d8 + 5) Piercing damage.

Miasmic Globule. Ranged Attack Roll: +8, range 60/120 ft. Hit:15 (6d4) Acid damage, and the target's Speed is reduced by 10 feet until the end of the incarnation's next turn.

Spectral Stampede. The incarnation moves up to 80 feet in a straight line. Each creature whose space the incarnation enters is targeted once by the following effect. Dexterity Saving Throw: DC 16. Failure: 18 (4d8) Force damage. If the target is the incarnation's size or smaller, it has the Prone condition. Success: Half damage only.

Bonus Actions

Shape-Shift. The incarnation changes its size to Medium, Large, or Huge.

Lore

Incarnations of nature embody abstract ideas such as curiosity, relief, or terror. Incarnations of nature are beyond the ken of most mortal beings—untamable, primal, and awe inspiring.