Spelljammer creature. The creature is survivable in space.
Waves of Darkness. Astel summons some orbs in his hand and targets a player, the targeted player has the orbs follow him and (The orbs explode next round)once the orb explodes the target is knocked back 45ft. and takes 1D4 Necrotic damage, unless it succeeds in a DC18 Con. Saving Throw.
Pincer Grab. Astel’s mandibles glow and flash purple before biting. If the attack lands, the target will be lifted off the ground in a bubble before being crushed, dealing massive damage.
Melee Weapon Attack: +3 to hit, reach 10 ft., 1 target. Hit: 19 (2d10 + 3) Radiant damage.
Bite. Astel begins to bite rapidly
Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit: 13 (2d6 + 7) Necrotic damage.
Cosmic Burst. Ranged Weapon Attack: +4 to hit, range 25/100 ft cone., 1 target. Hit: 31 (4d8 + 7) Psychic damage.
Tail Slam. When the target is in mid-range, it will attack them with their tail, slamming it down twice.
Melee Weapon Attack: +2 to hit, reach 30 ft., 1 target. Hit: 20(2d10 + 9) Bludgeoning damage.
Meteorite of Astel(At half Health). At around50% of his HP he'll start casting a large shower of meteors to pepper the area in front of it.
Ranged Weapon Attack: +7 to hit, range 20/50 ft., targets in range. Hit: 19 (3d8 + 4) Bludgeoning damage.
Light-Speed Reflex(3/day). If Astel fails a saving throw, it can choose to succeed instead.
Astel can use Legendary action at the end of a round(1/round)
Teleporting Grab (Cannot use this action for the next 2 rounds if used). Astel teleports directly above its target and grabs them, shoving them into their massive pincers, doing 50% of the players damage if they don't succeed a DC 13 Dex Saving Throw.
Lair and Lair Actions
A pocket, dimension, plain floor, 100x100ft. wide, 500ft. high.
Lair Actions
On initiative count 4 (losing initiative ties), Astel uses its lair action to cause one of the following effects:
- Astel uses its Tail Slam Attack
The region containing legendary Astel’s lair has less gravity than usual which creates one or more of the following effects:
- Creatures can jump Higher
If the Astel dies, these effects fade over the course of 1d20 days.
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