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2025-06-07 07:58:30 -05:00
# Living Star
*Huge* *Celestial* *any alignment*
- **Armor Class:** 19 (natural armor)
- **Hit Points:** 207 (18d12+90)
- **Speed:** fly 60 ft. walk 0 ft.
- **Challenge Rating:** 19 (22,000 XP)
- **Source:** Creature Codex, page 256
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 24 (+7) | 22 (+6) | 21 (+5) | 21 (+5) | 19 (+4) | 22 (+6) |
- **Saving Throws**: Dex +12, Con +11, Wis +10
- **Skills:** acrobatics +12, insight +10, perception +10, persuasion +12
- **Damage Immunities:** necrotic, poison, radiant
- **Damage Resistances:** bludgeoning, piercing, and slashing from nonmagical attacks
- **Condition Immunities:** charmed, frightened, poisoned, stunned
- **Senses:** truesight 120 ft., passive Perception 20
- **Languages:** Celestial, Common
### Special Abilities
- **Magic Resistance:** The living star has advantage on saving throws against spells and other magical effects.
- **Resize:** As a bonus action, the living star can change its size. This trait works like the enlarge/reduce spell, except it deals 2d4 extra damage when enlarged and 2d4 less damage when reduced.
- **Starshine:** A creature that starts its turn within 30 feet of the living star must make a DC 19 Intelligence saving throw. On a failed save, the creature is blinded for 1 minute. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the living star's Starshine for the next 24 hours.
- **Supernova:** When a living star dies, it erupts, and each creature within 30 feet of it must make a DC 19 Dexterity saving throw, taking 56 (16d6) radiant damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hp by this damage dies.
### Actions
- **Multiattack:** The living star makes three starflare attacks. It can use its Silvered Ray in place of one starflare attack.
- **Starflare:** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage plus 14 (4d6) radiant damage.
- **Silvered Ray:** Ranged Spell Attack: +12 to hit, range 150 ft., one target. Hit: 28 (4d10 + 6) radiant damage, and the target must succeed on a DC 19 Charisma saving throw or be stunned until the end of its next turn.