Keen Sight. Astraeus has advantage on Wisdom (Perception) checks that rely on sight.
Innate Spellcasting. Astraeus's innate spellcasting ability is Wisdom (spell save DC 16). Astraeus can innately cast the following spells, requiring no material components :
5/day starting at 3rd level: Fog Cloud, Earth Tremor, Thunder Wave, Zephyr Strike
3/day starting at 5th level: Warding Wind, Gust of Wind, Locate Animals or Plants
2/day starting at 9th level: Wind Wall, Call Lightning, Conjure Animals
1/day starting at 13th level: Charm Monster, Dominate Beast, Freedom of Movement
1/day starting at 17th level: Control Winds, Steel Wind Strike
Growth. Astraeus is able to learn and grow. At 4th level, and again at 8th, 12th, 16th, and 19th level, it can increase one ability score of it's choice by 2, or it can increase two ability scores of it's choice by 1. Astraeus can increase an ability score above 20 using this feature. In addition to this at 11th level Astraeus is considered to be full grown and counts as a large creature.
Skilled. Starting at 5th level, and again at 7th, 9th, 11th, and 13th level Astraeus begins to understand how some things work. Astraeus may add an additional skill to it's list of skills or it can gain proficiency with one skill it already knows.
Escape the Onslaught
At 7th level Astraeus gains an understanding of combat and how to avoid it. Opportunity attacks against it are made with disadvantage.
Hidden Paths
Starting at 11th level, Astraeus can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on it's turn, it can teleport up to 60 feet to an unoccupied space it can see. Alternatively, it can use it's action to teleport one willing creature it touches up to 30 feet to an unoccupied space it can see.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Beast Like Reflexes
At 15th level Astraeus understands magic and how to avoid it. When Astraeus is subjected to an effect, such as a red dragon’s fiery breath or a Lightningbolt spell, that allows a Dexterity saving throw to take only half damage, Astraeus instead takes no damage if it succeed on the saving throw, and only half damage on a fail.
Multiattack. Astraeus makes two attacks: one with its beak and one with its claws.
Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d10 + 2 piercing damage.
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2d6 + 2 slashing damage.
Shapechange. As an Action, Astraeus can transform into any Fey, Humanoid, Beast, Giant, or Monstrosity that is CR 1 or less for 1 hour. It's statistics change, apart from it's Intelligence, Wisdom, and Charisma scores, Astraeus may revert back to it's natural form at will. Astraeus gains temporary hit points equal to the max hit points of the creature it turns into. If these temporary hit points are reduced to 0 Astraeus reverts to it's true form. Astraeus can use this ability twice per short or long rest.
Description
Astraeus is a magical creature possessing the wings and forelimbs of an eagle, the hindquarters of a horse, and a head that combines the features of both animals. He is also part Fey and has some of their special abilities such as the ability to cast spells and change shape. Due to his magically enhanced Intelligence Astraeus is able to learn and understand complex forms of thought such as language and combat tactics. Astraeus is a special creature that is bound magically to a PC and is considered to be one level below them and will level when they do. Upon leveling Astraeus will gain additional abilities much like that of a subclass. If the PC Astraeus is bonded to dies he also dies and vice versa, other than that HP and other abilities, skills, and status' should be tracked separately.
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