Medium Celestial, Lawful Good
Armor Class 22 (natural armor)
Hit Points 1 (1d20)
Speed 50 ft., Fly 150 ft.
STR
26 (+8)
DEX
24 (+7)
CON
26 (+8)
INT
25 (+7)
WIS
25 (+7)
CHA
30 (+10)
Saving Throws INT +14, WIS +14, CHA +17
Skills Perception +14
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 24
Languages All, Telepathy 120 ft.
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Angelic Weapons. Astera's weapon attacks are magical. When Astera hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

Divine Awareness. Astera knows if she hears a lie.

Innate Spellcasting. Aster's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:

At will: detect evil and good, invisibility (self only)

3/day each: blade barrier, dispel evil and good, resurrection

1/day each: commune, control weather

Magic Resistance. Astera has advantage on saving throws against spells and other magical effects.

Timed Health. Astera's hit points are determined on the time of day divided by half regardless of AM or PM. For example, if the time of day is 6:00am, Astera's hit points will be 300.

Rebirth at Daybreak. If Astera dies she is reborn to full strength at dawn.

Actions

Multiattack. Astera makes two attacks with her Dawnbreaker.

Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: (4d10 + 10) slashing damage plus 27 (6d8) radiant damage.

Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

Flying Sword. Astera releases her sword to hover magically in an unoccupied space within 5 feet of it. If Astera can see the sword, she can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to her hand. If the hovering sword is targeted by any effect, Astera is considered to be holding it. The hovering sword falls if Astera dies.

Healing Touch (4/Day). Astera touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Legendary Actions

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

Teleport. Astera magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Searing Burst (Costs 2 Actions). Astera emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.

Blinding Gaze (Costs 3 Actions). Astera targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

Monster Tags: Angel

Soulbuster88

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