Medium Humanoid (Druid), Any Alignment
Armor Class 14 (hide armor)
Hit Points 154 (28d8 + 28)
Speed 30 ft., Fly 20 ft. (while in Dragon form)
STR
14 (+2)
DEX
14 (+2)
CON
12 (+1)
INT
12 (+1)
WIS
20 (+5)
CHA
11 (+0)
Saving Throws INT +5, WIS +9
Skills Medicine +9, Nature +5, Perception +9
Senses Passive Perception 19
Languages Druidic plus any two languages
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Actions

Multiattack. The astrologer makes three Staff or Starry Bolt attacks. It can replace one attack with a use of Spellcasting.

Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 21 (6d6) poison damage.

Starry Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 26 (6d6 + 5) radiant damage, and attacks made against the target have advantage until the start of the astrologer's next turn. 

Starry Form (2/Day). The astrologer magically transforms into a luminous silhouette of themselves which sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if the astrologer dismisses it (no action required), is incapacitated, dies, or uses this feature again. When the astrologer uses this action, and at the start of each of their turns while the effect lasts, they pick one of the following three Starry Forms:

Archer. A constellation of an archer appears on the astrologer. The astrologer can use their Light Arrow bonus action.

Chalice. A constellation of a life-giving goblet appears on the airport. Whenever the astrologer casts a spell using a spell slot that restores hit points to a creature, they or another creature within 30 feet of the astrologer can regain hit points equal to 2d8 + 5.

Dragon. A constellation of a wise dragon appears on the astrologer. When they make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, they can treat a roll of 9 or lower on the d20 as a 10.

Spellcasting. The astrologer casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 17):

At will: beast sense, entangle, guidance speak with animals

3/day each: animal messenger, dominate beast, faerie fire, tree stride

1/day each: commune with nature (as an action), mass cure wounds

Bonus Actions

Light Arrow (Archer form only). Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 14 (2d8 + 5) radiant damage.

Habitat: ForestMountainSwampUnderwater

umaenot

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