Charge. If the Beast moves at least 30 ft. straight toward a target and then hits it with a Jaw attack on the same turn, the target takes an extra 5 (1d10) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked Prone.
Fury. When the beast's hit points reach 104 or fewer, it enters a state of fury. While furious, it gains access to new actions and abilities, as noted with the "[Fury]" tag in the beast's statblock. In addition, when the beast reaches a state of fury for the first time in a day, it can use its reaction to use its Invert Gravity.
Multiattack. The beast makes three attacks: two with its Jaw and one with its Tail. [Fury] The beast can replace one of the Jaw attacks with a Rock Fling.
Jaw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) piercing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d10+5) bludgeoning damage. [Fury] The beast's tail then causes a Rock Fling attack, originating from the target, to another creature within the attack's range.
Erupting Spikes. The beast causes the earth to erupt into sharp stones below the feet of 3 creatures that it can see on the ground within 90 ft. of it. A target must succeed on a DC 17 Dexterity saving throw or take 9 (2d8) piercing damage.
[Fury] Rock Fling. The beast flings rocks. All creatures in a 10 ft. cone in front of the beast must succeed on a DC 18 Dexterity saving throw or take 11 (2d10) bludgeoning damage.
Invert Gravity (Recharge 5-6). The beast's speed becomes 0 until the start of its next turn. Each creature within 15 ft. of the beast must make a DC 17 Dexterity saving throw. On a failure, a creature is lifted 10 ft. in the air, and is Stunned until the start of the beast's next turn. Any creature that enters this area during this time must also make this saving throw.
At the start of the beast's next turn, gravity reverts again, and all Stunned creatures are slammed down, taking 28 (8d6) bludgeoning damage and fall prone. On a successful save, a creature can move up to half of its speed until it is no longer in the area.
The beast can take 2 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. The beast regains spent legendary actions at the start of its turn.
Bestial Lunge. The beast moves up to 20 ft. in a straight line without provoking attacks of opportunity, and makes a Jaw attack. It can choose to attack before moving.
Meteor Crash. The beast leaps up 30 ft., and crashes down like a meteor on a point it can see within 60 ft. of it. All creatures in a 10 ft. radius centered on that point must succeed on a DC 18 Dexterity saving throw or take 22 (4d10) bludgeoning damage and be knocked Prone.
Slicing Jaws (Costs 2 Actions). The beast makes attempts to grapple a creature within 5 ft. of it. On a success, it crushes the target with its pincers, dealing 28 (8d6) slashing damage, and ends the grapple. If this attack reduces a creature to 0 hit points, it is split in half.
Description
A beast that descended from the far reaches of the Far Realm, a Falling-Star Beast has as many ways to deal with its potential prey as it does ways to toy with it. Born from the mind of one of the innumerable Elder Evils as a passing thought, this beast is the reason why people stalk the night in search of salvation.
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