Medium Humanoid (Human), Lawful Evil
Armor Class 17 (mage armor)
Hit Points 136 (16d8 + 64)
Speed 30 ft.
STR
14 (+2)
DEX
18 (+4)
CON
18 (+4)
INT
20 (+5)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws CON +9, INT +10, WIS +8, CHA +8
Skills Arcana +19, History +12, Insight +9, Perception +9
Damage Resistances Cold, Fire, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning
Condition Immunities Charmed, Frightened, Poisoned, Stunned
Senses Darkvision 90 ft., Passive Perception 19
Languages Common, Draconic, Elvish, Orc
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (1/Day). If Astra fails a saving throw, it can choose to succeed instead.

Magic Knowledge. Astra has advantage against magic effects and spells casted against him.

Spellcasting. Astra is an 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Astra has the following wizard spells prepared:

Cantrips (at will): shocking grasp, prestidigitation, ray of frost, fire bolt, poison spray

1st level (4 slots): mage armor, magic missile, shield, absorb elements

2nd level (3 slots): shadow blade, invisibility, mirror image

3rd level (3 slots): counterspell, lightning bolt, fireball, pulse wave

4th level (3 slots): vitriolic sphere

5th level (3 slots): far step, cone of cold

6th level (1 slot): chain lightning, scatter

7th level (1 slot): simulacrum, teleport

Actions

Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 9 (1d8+4) piercing damage.

Legendary Actions

Astra 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. Astra regains spent legendary actions at the start of its turn.

Cantrip. Astra casts a cantrip.

Magic Shift (Costs 2 Actions). Astra teleports up to 30 feet to an unoccupied space. This movement doesn't provoke opportunity attacks.

Decieving Swap (Costs 3 Actions). Astra switch places with another creature. if unwilling, the creature must succeed an Wisdom saving throw against Astra's spell save DC. On a failure, it changes positioning with Astra, assuming a temporary illusion of him that lasts until the start of Astra's turn or until it gets hit by an attack.

 

Pinease

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