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Incarnation of Transience
- STR
- 21 (+5)
- DEX
- 20 (+5)
- CON
- 17 (+3)
- INT
- 10 (+0)
- WIS
- 14 (+2)
- CHA
- 16 (+3)
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.
The incarnation has Advantage on saving throws against spells and other magical effects.
Actions
The incarnation makes three attacks, using Bite or Miasmic Globule in any combination.
Melee Attack Roll: +8, reach 5 ft. Hit: 14 (2d8 + 5) Piercing damage.
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.
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
The incarnation changes its size to Medium, Large, or Huge.
Find this creature in the encounter builder

Source: Lorwyn: First Light - Licenses and attribution