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Bright Orb

Challenge
Terrain
str
2
dex
10
con
10
int
3
wis
10
cha
3

AC 10
HP 30 (12d4; bloodied 15)
Speed 0 ft., fly 25 ft. (hover)


Proficiency +2; Maneuver DC 10
Damage Immunities psychic
Damage Resistances damage from spells; damage from magical weapons
Condition Immunities blinded, charmed, deafened, fatigue, frightened, prone, restrained, stunned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages

Detect Magic. The bright orb senses creatures that bear magic and magic objects within 500 feet.

Illumination. The bright orb sheds bright light in a 10-foot radius and dim light for an additional 10 feet.


ACTIONS

Arcane Touch. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) force damage, and the target is subject to Consume Magic.

Consume Magic. The bright orb targets a creature, an object, or an ongoing magical effect within 30 feet of it and attempts to consume the magic, ending one effect if the magic is temporary (such as a spell with a limited duration) or suppressing one effect for 1 minute if the magic is permanent (such as a magic item). If the magic was created by a spell of 3rd level or higher, the bright orb must make a Wisdom check against a DC equal to 10 + the spell’s level or Consume Magic fails. At the Narrator’s discretion, a success might cause a magical effect to malfunction instead of end.

Magic Missile Barrage. The bright orb targets up to two creatures within 120 feet, launching a barrage of magical darts of force at each creature. The missiles strike unerringly and simultaneously, dealing 10 (3d4 + 3) force damage to each creature.


BONUS ACTIONS

Illusory Duplicate. An illusory duplicate of the bright orb appears in its space. The duplicate obscures the orb’s true location and moves with the bright orb for 1 minute or until it is destroyed. Whenever the real bright orb is targeted by an attack, there is a chance the duplicate is hit instead. Roll the attack as usual; if the result of the d20 roll is odd, the attack hits the duplicate, and the duplicate is destroyed.


REACTIONS

Blinding Rebuke (1/Day). When the bright orb is targeted by a harmful spell or hit by an attack made by a creature within 30 feet of it, it releases an intense flash of blinding light. Each creature within 30 feet of the bright orb makes a DC 10 Dexterity saving throw . On a failed save, the target takes 13 (3d8) radiant damage and is blinded until the end of its next turn. On a success, the target takes half damage and isn’t blinded.

Consume Spell (1/Day). When a creature within 60 feet casts a spell , the bright orb uses Consume Magic, targeting the triggering spell.

Legends and Lore

With an Arcana or Nature check, characters can learn the following:

DC 10 Bright orbs feed on magic and can temporarily suppress permanent magical effects.

DC 15 Spells and magic weapons do less harm to bright orbs, and they are immune to psychic attacks. Mundane weapons are more effective at destroying them.

DC 20 Bright orbs make good eating! A spellcaster that eats a fresh bright orb regains some of their magical reserves.


Delicious. The flesh of a bright orb has a unique citrus flavor and can be dried for extended storage. Eating a bright orb within 24 hours of its death is also magically restorative. A creature that consumes a fresh bright orb regains one expended spell slot. Roll a d4 to determine the maximum spell slot level the creature can regain.

Description

Wherever tombs are warded by ancient curses, or vaults are filled with unattended magic items, bright orbs appear to feed. Tangles of bioluminescent thread about the size of an apple, bright orbs are a rare species of fungus that consume decaying magic. Sometimes mistaken for will-o’wisps, many scholars refer to bright orbs as false wisps.

Born of Magic. Bright orbs appear spontaneously in magic-rich environments, growing from spores to consume the enchantments that spawned them. Bright orbs exhibit a number of magical defenses, including the ability to release bursts of blinding light, to create illusory duplicates, and to strike out with magical force when they are wounded.

Mindless Consumption. Bright orbs feed on magic, and thus are a nuisance to those who might otherwise consider cultivating them for their useful properties. A bright orb is as likely to consume the mage armor of an “ally” as it is to interrupt a fireball spell cast by their enemy.

Limitless Growth. A bright orb in a sufficiently magical environment could continue to grow indefinitely. In wizard schools and bardic colleges, stories of enormous, blazing orbs are told to encourage young practitioners to clean up their magical experiments and store magic objects securely.

Behavior

Combat

Bright orbs are mindless, instinctively consuming magic and reacting to nearby stimuli. A bloodied bright orb retreats, using Magic Missile Barrage to punish the creatures that harmed it.

Signs

1 Glowing and sparking glyph of warding that triggers no spell

2 Wall of force with a 6-foot-diameter hole through it

3 Floating, luminescent spores

4 Broken magic wand

Encounters

Bright orbs are found most often in ancient ruins rich with magic.

CR 0–2 bright orb

Treasure six identical potions of healing , three of which are drained of magic

CR 3–4 2 bright orbs

Treasure damaged wand of wonder visibly leaking magical energy (this wand has only 4 charges)

Monster Type Description

Plant creatures are magical fungoid or plant-like creatures. Ordinary plants, such as trees, are not plant creatures. A treant is an intelligent plant creature that resembles a tree.