Living Star
Creature Codex (3pp) p. 256
- Size
- Huge
- Type
- celestial
- Alignment
- any alignment
- AC
- 19 (natural armor)
- Hit Points
- 207 (18d12+90)
- Speed
- walk 0 ft., fly 60 ft.
- Saving Throws
- Dex +12, Con +11, Wis +10
- Skills
- Acrobatics +12, Insight +10, Perception +10, Persuasion +12
- Resistances
- bludgeoning, piercing, slashing from nonmagical weapons
- Immunities
- necrotic, poison, radiant
- Condition Immunities
- charmed, frightened, poisoned, stunned
- Senses
- truesight 120 ft.
- Passive Perception
- 20
- Languages
- Common, Celestial
- Challenge
- 19
Traits
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.