Dive Attack. If the Constellar is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) radiant damage to the target.
Celestial Body: The constellars are beings of air and space. As long as their bodies are in contact with either, they can regenerate 20 hp per turn so long as they have at least 1 hp.
Spellcasting: Constellars can learn to cast spells. Spells can be chosen from the druid, or wizard spell lists.
Celestial Awe: Upon viewing the emergence of a constellar, non-celestials and non-elementals must make a Wisdom saving throw, DC 20, or be stunned until the end of their next turn.
Multiattack: The Constellar can make up to 3 attacks per round.
Slam Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) radiant damage.
Javelin. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 14 (1d20 + 4) lightning damage.
Description
Most commonly formed in the human mind is an image of self, and these medium sized Constellar are no exception. Normally taking the form of humanoid hunters, they are fast, agile, and capable of flight. A standard attack from one is painful, but as with most early humanoid hunters, these Constellar are capable of throwing bolts of lightning as a mortal might throw a javelin to hunt.
Previous Versions
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