Flyby. Astraea doesn’t provoke an opportunity attack when she flies out of an enemy’s reach.
Innate Spellcasting. Astraea’s innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: command (as a 2nd-level spell), detect evil and good, moonbeam
3/day each: charm person (as a 5th-level spell), darkness, far step, steel wind strike, suggestion
1/day: raise dead
Magic Resistance. Astraea has advantage on saving throws against spells and other magical effects.
Multiattack. Astraea makes two attacks with her scythe. She can substitute Moon Weaver's Ribbons for one of these attacks.
Scythe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 11 (2d4 + 6) slashing damage plus 27 (6d8) necrotic damage.
Moon Weaver's Ribbons. Astraea targets one creature charmed by her that she can see within 90 feet of her. The target must succeed on a DC 19 Charisma saving throw or become paralyzed for 1 minute or until it takes any damage.
Lashing Shadows (Recharge 5–6). Each creature within 60 feet of Astraea, except other shadows, must succeed on a DC 19 Dexterity saving throw or take 27 (6d8)necrotic damage.
Sacrificial Lambs. As a bonus action, Astraea targets a creature charmed by her that she can see within 30 feet of her. Astraea deals 11 (2d10) necrotic damage to the target, and she gains temporary hit points equal to the damage dealt.
Astraea 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. Astraea regains spent legendary actions at the start of its turn.
Attack. Astraea makes a scythe attack.
Consuming Shadows (Costs 2 Actions). Astraea targets a creature it can see within 60 feet of it. The target must succeed on a DC 19 Charisma saving throw or be magically teleported to a harmless demiplane, whereupon they are replaced with a shadowy duplicate that takes its turn on the target's initiative. At the end of Astraea's next turn, the target reappears in the space it left or the nearest unoccupied space if that space is occupied.
Shadows and Dust (Costs 3 Actions). Astraea causes a corpse it can see within 30 feet of it to burst into a shower of radiant stars leaving no trace of it behind. Everything it was wearing or carrying remains. Each creature within 10 feet of the corpse when it bursts must succeed on a DC 19 Dexterity saving throw or take 22 (4d10) radiant damage.
Lair and Lair Actions
When fighting inside her lair, Astraea can invoke the ambient magic of the shrouded temple chamber to take lair actions. On initiative count 20 (losing initiative ties), Astraea takes a lair action to cause one of the effects described below:
- Astraea casts darkness, dispel magic, fear, or misty step, using Charisma as its spellcasting ability and without expending a spell slot.
- Astraea’s eyes become smoldering black voids until initiative count 20 on the next round. All other creatures within 120 feet of Astraea have disadvantage on saving throws until the effect ends.
- Blinding magical light springs from Astraea’s eyes until initiative count 20 on the next round, dispelling all darkness, both magical and nonmagical, in a 120 foot radius. If a creature starts its turn within 120 feet of Astraea and the two of them can see each other, Astraea can force the creature to make a DC 19 Constitution saving throw. On a failed save, the creature is blinded. The blindness lasts until the creature receives a lesser restoration spell or similar magic. In addition, any creature this light casts a shadow on has a 40 percent chance of a creating a shadowy duplicate directly behind the creature in the closest unoccupied space it can take. If two shadowy duplicates are created in the same space, they combine to form a shadowghast.
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