Asteria

The Book of Many Things p. 188

Size
Medium
Type
humanoid (human, paladin)
Alignment
chaotic good
AC
18 (breastplate, shield)
Hit Points
195 (26d8+78)
Speed
walk 30 ft., fly 30 ft.(winged boots)
Saving Throws
Wis +6, Con +9, Dex +11, Cha +11
Skills
Persuasion +11, Survival +6, Arcana +14, Investigation +8, Acrobatics +11, Perception +12
Immunities
poison
Condition Immunities
charmed, exhaustion, frightened, poisoned
Passive Perception
22
Languages
Common, Druidic
Challenge
18
STR
12
+1
DEX
21
+5
CON
17
+3
INT
15
+2
WIS
11
+0
CHA
20
+5

Traits

Proficiency Bonus

+6

Guardian Aura

Whenever a creature of Asteria's choice within 30 feet of her makes a saving throw, Asteria can give the creature advantage on the saving throw (no action required). This trait doesn't function if Asteria has the incapacitated condition.

Legendary Resistance (3/Day)

If Asteria fails a saving throw, she can choose to succeed instead.

recharge

3/DAY

Special Equipment

Asteria wears Winged Boots, which grant her a flying speed (included in her statistics). She also carries one half of a pair of Sending Stones; the other half of the pair is held by Euryale.

Actions

Multiattack

Asteria makes two Radiant Blade attacks and uses Bursting Benediction.

Radiant Blade

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 13 (3d8) radiant damage.

Bursting Benediction

Asteria causes a burst of magical energy to envelop one creature she can see within 60 feet of herself. The target must make a DC 19 Dexterity saving throw, taking 40 (9d8) force damage on a failed save, or half as much damage on a successful one. Asteria or another creature that she can see within 60 feet of herself then regains 10 hit points.

Spellcasting

Asteria casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19):

  • At will: Guidance, Light, Thaumaturgy
  • 2/day each: Bless, Freedom of Movement, Greater Restoration, Plane Shift (self only), Protection from Evil and Good, Revivify

Empowering Aegis (Recharge 4-6) (Bonus Action)

Asteria summons a spectral version of her shield, which orbits and bolsters one creature of Asteria's choice that she can see within 60 feet of herself. The spectral shield lasts until the start of Asteria's next turn. While the shield is orbiting the creature, the creature has half cover, is immune to the frightened condition, and makes weapon attack rolls with advantage.

recharge

D4

Legendary Actions

Legendary Actions (3/Turn)

Asteria can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Asteria regains spent legendary actions at the start of its turn.

recharge

3/TURN

Brazen Strike

Asteria makes one Radiant Blade attack.

Nimble Sprint

Asteria moves up to her speed. This movement doesn't provoke opportunity attacks.

Cast a Spell (Costs 2 Actions)

Asteria uses Spellcasting.

Spells

guidance, light, thaumaturgy, bless, freedom of movement, greater restoration, plane shift, protection from evil and good, revivify

Other data

description

Though she now travels alone, Asteria still draws much of her power from her bond with Euryale. Asteria is foremost a protector and warrior, traveling the multiverse to uproot injustice, defend innocents, and inspire hope. She believes everyone deserves a chance to write their own story on their own terms, and her deeds have inspired countless heroic tales. Even after so many years, Asteria maintains a joyous wanderlust and passion for discovery. She's as likely to be found climbing trees or poring over arcane texts as she is brandishing her sword in battle. Anyone who engages Asteria in conversation about her interests finds her an overflowing font of information. But she also retains her stubborn streak and quickly repudiates anyone who tries to order her around. Asteria hasn't aged since Istus drew her future from the first Deck of Many Things. She doesn't know why this is but surmises her life is tied to that deck; so long as it continues to exist, so will she. She has no way to prove this hypothesis, but she nevertheless opposes groups like the Grim Harrow (see chapter 19) that seek to destroy theDeck of Many Things.