Wonderous Appearance. Any creature that starts its turn within 120 ft. of the Asgardian must make a DC 20 Charisma saving throw or be charmed for one minute, or until their next turn.
Fey Trance. The Asgardian has advantage on any attacks made against it that involve being put to sleep in any way, and cannot be affected by any spell involving being stunned.
Astral Overlord. The Asgardian can survive in any environment in the Astral sea and can move through difficult and normal terrain as long as it is in the formerly mentioned place.
Evade Death. One week after the Asgardian is killed, the stars in the sky reform to create a new cocoon, and the Asgardian emerges again, fully healed and restored.
Mythic. (Recharges after a short or long rest) Once the Asgardian is reduced to 0 hit points, it does not die, and instead resets to 700 hit points and unlocks the mythic actions. Reward a party an extra 155,000 XP points after defeating the Asgardian after its Mythic trait is activated.
Multiattack. The Asgardian makes 2 claw attacks and one Starblast attack, and uses Creation if possible.
Claw. Melee Weapon Attack: +18 to hit, reach 60 ft., 1 target. Hit: 79(6d12 + 18) slashing damage.
Starblast. RangedWeapon Attack: +10 to hit, range 300/600ft., 3 target, attack is made in a line with the range described above. Hit: 43(3d12 + 10) radiant damage.
Creation. Can be used three times a day. The Asgardian shapes the essential dark matter essence into a new shape. The Asgardian creates a planet within it's mighty claws, and pours forth a celestial object with a diameter of around 100 miles. Or, the Asgardian can use its powers to create a stream of asteroids which travel in a 90 foot line. To evade the asteroids requires a DC 27 Dex. saving throw, and on a fail, the character takes 6d12 Bludgeoning damage and 3d6 fire damage.
The Asgardian has 6 Legendary Actions, which it can use at the start of another character's turn, provided they have been charmed by the Asgardian. If this isn't the case, the legendary actions are used at the end of another creature's turn. The Asgardian regains all expended legendary actions after a long rest.
Divine Radiance (Costs 2 Actions). The Asgardian streams forth blinding light in a 85 ft. sphere around it. All characters in that range (except for the Asgardian) must pass a Con. DC of 25 or they take 2d12 radiance damage and are blinded until their next turn.
Moonbeam. (Costs 1 Action). The Asgardian shoots purple energy from one of its claws at a character within 120 ft. The character must make a DC 21 Dex. saving throw or take 8d6 psychic damage.
The Asgardian has one Mythic action to use at the end of a character's turn. It gains all expended mythic actions after a long rest.
Starlight Healing (Costs 1 Actions). The Asgardian regains 5d20 hit points and is cleared of all status effects.
Description
The Asgardian is a humungous, three-clawed mass of metal and starlight. It looks almost like a steel octopus with a head that resembles a metal bird, with radiance pouring out of every part of its body. When the universe first started, the Asgardian emerged from a cocoon made of pure starlight, and used dark matter to shape planets and suns. It cried on account of how lonely it was, and from its tears sprung bright stars which kept it company.
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