Sources
CR
Type
Size
Alignment
Movement

Incarnation of Vibrance

Huge Fey, Neutral

Armor Class 14
Hit Points 230 (20d12 + 100)
Speed 40 ft.
STR
20
+5
DEX
17
+3
CON
20
+5
INT
10
+0
WIS
16
+3
CHA
21
+5
Saving Throws CON +9, CHA +9
Damage Resistances radiant
Condition Immunities Blinded, Charmed, Deafened, Frightened
Senses Darkvision 60 ft., passive Perception 13
Languages Sylvan; telepathy 120 ft.
Challenge 10 (5,900 XP)

Traits

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

Spellcasting

Spellcasting. The incarnation casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability:

At will: Daylight, Druidcraft, Plant Growth

1/day: Blindness/Deafness

Actions

Multiattack. The incarnation makes two Vine attacks and uses Radiant Blast. It can replace one vine attack with a use of Spellcasting to cast Blindness/Deafness if available.

Vine. Melee Attack Roll: +9, reach 20 ft. Hit:18 (3d8 + 5) Bludgeoning damage. If the target is the incarnation's size or smaller, it has the Grappled condition (escape DC 15) from one of two vines.

Radiant Blast. Constitution Saving Throw: DC 17, each creature of the incarnation's choice in a 20-foot Emanation originating from the incarnation. Failure: The creature takes 14 (2d8 + 5) Radiant damage. Success: Half damage.

Bonus Actions

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

Teleport. The incarnation teleports up to 60 feet to an unoccupied space it can see. The incarnation can't teleport while it has a creature Grappled.

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.