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.
Celestial Being: Constellars have a permanent affect of a Crown of Stars spell, and can use their bonus action to send a star at an appropriate target.
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.
Crown of Stars: Constellars can cast Crown of Stars as a free action as needed to replenish their form so long as they have at least 10 hp.
Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 20 (4d6 + 8) [force] damage. Target must make a successful Wisdom Save DC 20 upon being hit or be stunned until the end of the constellar's next turn. The constellar may ignore this ability, instead forcing a Strength Saving Throw DC 20, forcing the target back 5 feet for every 2 points below 20 on a failed save.
Ranged Attack: Constellars may use Crown of Stars attacks as their action, bonus action, and/or reaction.
Crown of Stars: Can make an attack using the Crown of Stars spell.
Dimension Door: May cast Dimension Door as a bonus action or reaction.
Crown of Stars: May use an attack from Crown of Stars as a reaction.
Dimension Door: May cast Dimension Door as a bonus action or reaction.
Constellars have 3 legendary action points per round.
Celestial Emergence/Return (0 points, lose 2 turns): As a full round action the constellar can travel through the Astral Plane to a destination of its choice, unsing another full round action to return to the Prime Material (or whichever plane of origin). This ability can be used to traverse any plane via the Astral Plane.
Absorb Celestial Essence: (1-3 points) The constellar can absorb celestial essence so long as it has access to air or space, restoring 1d10 hp for each legendary action points spent.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
A celestial elemental embodying the essence and spirit of a constellation. Not much is known of them as a race as they are newly formed beings or new to the knowledge of the world. Even that much is not entirely known, only theorized.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/8/2023 12:13:46 AM
|
3
|
0
|
1
|
Coming Soon
|
|
|
4/29/2023 11:55:41 PM
|
5
|
0
|
--
|
Coming Soon
|
Comments