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