Midnight Sun
Large Aberration · Neutral Evil · CR 7
- Aberration
- Large
- Tier 2
- Evil
CR 7 large aberration, neutral evil — that's Midnight Sun. Native to arctic. Sourced from Tome of Beasts 3.
Stat Block
- Challenge Rating
- 7
- Type
- Aberration
- Size
- Large
- Alignment
- Neutral Evil
- Speed
- 0, fly 60
- Habitats
- Arctic
- Sources
- Tome of Beasts 3
Ecology
Midnight Sun is an outsider to the natural order, often associated with the Far Realm or other planes whose laws differ from this world. It is most often found in arctic regions. It is large-sized, which shapes how it hunts, hides, or fights.
Behaviour
Midnight Sun is cold and inhuman in its goals; it does not think the way mortals think. Its Neutral Evil alignment shapes how it engages with the world — predictable in tendency, even when unpredictable in detail. It is intelligent enough to plan, scheme, or remember.
Origin
Midnight Sun is introduced in Kobold Press's Tome of Beasts 3 (2022). Aberrations leak from the Far Realm or older creations that predate the gods, where the laws of reality differ. Within a campaign, its existence anchors a region with the kind of weight only an old, named species carries.
Related Monsters
Frequently Asked Questions about Midnight Sun
- What is the challenge rating of Midnight Sun?
- Midnight Sun has a challenge rating of 7. It fits well-established adventuring parties.
- What type of creature is Midnight Sun?
- Midnight Sun is classified as a aberration in D&D 5e, large size, neutral evil alignment.
- Where does Midnight Sun live?
- In the bestiary, Midnight Sun appears in Arctic.