Living Star
Living Star
Huge celestial, any alignment
- Armor Class 19 (natural armor)
- Hit Points 207 (18d12+90)
- Speed 0 ft., fly 60 ft.
- STR
24 (+7) - DEX
22 (+6) - CON
21 (+5) - INT
21 (+5) - WIS
19 (+4) - CHA
22 (+6)
- Saving Throws Dex +12, Con +11, Wis +10
- Skills Acrobatics +12, Insight +10, Perception +10, Persuasion +12
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities necrotic, poison, radiant
- Condition Immunities charmed, frightened, poisoned, stunned
- Senses truesight 120 ft., passive Perception 20
- Languages Celestial, Common
- Challenge 19 (22,000 XP)
- 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.