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
STR
24
+7
DEX
22
+6
CON
21
+5
INT
21
+5
WIS
19
+4
CHA
22
+6

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.

Other data

description