b'Shining Child \n'b'  Medium   aberration ,  chaotic evil  \n'b'  Armor Class  18  Hit Points  144 (17d8 + 68)  Speed  30 ft., fly 50 ft.\n'b' STATS STR: 10 (+0) DEX:  17 (+3)  CON:  18 (+4)  INT:  15 (+2)  WIS:  11 (+0)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Arcana  +10,  Nature  +6,  Religion  +6,  Perception  +4  Damage Resistances  cold, thunder  Damage Immunities  fire, poison, radiant  Condition Immunities   blinded ,  poisoned   Senses   darkvision  120 ft., passive  Perception  14  Languages  all, telepathy 120 ft.  Challenge  12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Innate Spellcasting . The shining child\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 17). It can cast the following spells without material components:\n'b'\n'b'\n'b'  At will :  light ,  major image  \n'b'  3/day each :  daylight ,  dispel magic , mirage arcana \n'b'  1/day :  plane shift  (self only),  sunbeam  \n'b'\n'b'  Radiant Armor . The Armor Class of the shining child includes its  Charisma  bonus. \n'b'  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. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The shining child uses its Blinding Light ability and makes one Burning Touch or Searing Ray attack. \n'b'  Blinding Light . The shining child shines with blinding light in a 60-foot radius, with an additional 60 feet of dim light beyond. Any creature who can see the shining child must make a DC 17  Constitution  saving throw. On a failed save, the creature is  blinded  for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If, after one minute, an affected creature has not ended the  blinded  condition on itself through either succeeding on the saving throw or using magic, it is permanently  blinded . A creature can use its  reaction  to shield its eyes by making a DC 17  Dexterity  saving throw. If successful, they are  blinded  until the start of their next turn but do not have to make the  Constitution  saving throw to avoid blindness as above. On a failed  Dexterity  save, they must immediately make the  Constitution  saving throw. \n'b'  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. \n'b'  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. \n'b'\n'b' ABOUT \n'b' Creatures of burning light and strange geometry, shining children are a terror to behold. Beyond the flares of energy that constantly burst from their forms (particularly in beam-like gouts from their eyes and mouths), the creatures are vaguely humanoid, with strange hands that each bear four fingers. Occasionally summoned by powerful wizards in search of rare arcane knowledge, the shining children (who disdain individual names) communicate via telepathy, a psychic roar like metal tearing that sometimes resolves into strained and raspy words. A shining child stands just over 4-1/2 feet tall and weighs 85 pounds.'