Tardigrade.
This creature does not breathe and can survive in the vacuum of space.
Legendary Resistance (3/Day).
If this creature fails a saving throw, it can choose to succeed instead.
Multiattack.
This creature can use Create Vacuum. It can then make 3 melee weapon attacks or 2 ranged weapon attacks.
Celestial Aura.
While conscious This creature's body emits a radiant glow providing 20 feet of bright light in all directions, and an additional 20 feet of dim light beyond that.
Create Vacuum.
For 1d4 hours, you expel all air from a 40-foot high cylinder with a radius of 10 feet. A wall of magical force expands outwards from this creature, hedging out all air, gases, and mists.
Each creature in the area must succeed on a Constitution saving throw (DC: 19) or have the air in its lungs sucked out as the barrier passes through it. On a successful save, a creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). On a failed save, a creature has its breath sucked out and it begins to suffocate.
A creature cannot enter the area whilst holding its breath unless it succeeds on a Constitution check (DC: 19)
The lack of air has a number of other effects:
- Flight that relies upon the existence of air is impossible; any such flying creatures fall to the ground within the affected area.
- All non-magical fires are extinguished. If the area of Vacuum overlaps with the area of a fire spell, the caster may make a spellcasting ability check against your spell save DC: on a success the fire spell persists, but on a failure the effect is dispelled within the affected cylinder.
- Each creature within the area takes 1d6 cold damage at the start of its turn and when entering the area for the first time on a turn due to the lack of ambient heat from the air.
- Each creature within the area takes 3d10 necrotic damage at the start of its turn and when entering the area for the first time on a turn due to its bodily fluids evaporating due to the low pressure. Constructs and undead aren’t affected, but plants and water-based creatures take an extra 2d10 damage from this effect.
Melee Attacks:
- Unarmed Strike. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) bludgeoning damage.
- Celestial Strike. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 12 (1d4 + 10) bludgeoning damage. The target must succeed on a Constitution saving throw (DC:20) or be stunned until the end of your next turn. If this creature is attacking a stunned creature the damage die is increased from a 1d4 to 3d12.
Ranged Attack:
- Radiant Blast. Ranged Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (8d4) radiant damage. The Shield spell reduces all damage from this attack to 0.
Radiant Flash:
This creature may reduce its hit points to 1 at the end of its turn, and if it does apply each of the following effects in order.
- This expends all remaining spell slots, and for each expended spell slot expended the radiant and bludgeoning damage of Radiant Flash is increased by 1d10.
- Each willing or allied creature within 120 FT of this creature may expend as many spell slots as desired. For each expended spell slot expended the radiant and bludgeoning damage of Radiant Flash is increased by 1d10.
- All creatures within 300 FT of this creature must make a Constitution saving throw (DC: 20) or be stunned until the end of this creature's current turn.
- All creatures within 300 FT of this creature must make a Dexterity saving throw. A target takes 8d10 radiant damage and 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one.
- Any creature or ally reduced to 0 HP by Radiant Flash is immediately reduced to ash.
- The hit points of this creature are reduced to 0, and they fall unconscious.
Deflect Missiles.
You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 +13. If you reduce damage to 0 and have a free hand, you can make a ranged attack with a range of 20/60.
Deflect Missiles Attack.
If you reduce damage to 0 and have a free hand, you can make a ranged attack.
Elusive Body.
When you are hit by a weapon or projectile attack you may use your reaction to half the damage taken.
This creature can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. This creature regains spent legendary actions at the start of its turn. This creature may use Legendary Actions as reactions.
Celestial Strike.
Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 12 (1d4 + 10) bludgeoning damage. The target must succeed on a Constitution saving throw (DC:20) or be stunned until the end of your next turn.
Create Vacuum (Costs 2 Actions).
This creature uses the ability Create Vacuum.
Celestial Arbiter (Costs 3 Actions).
You attempt to interrupt a creature that you can see within 120 FT of you that is in the process of casting a spell. If the creature is casting a spell of 9th level or lower, its spell fails and has no effect. If it is casting a spell of 10th level or higher, make an ability check using your spellcasting ability. The DC equals 5 + the spell’s level. On a success, the creature’s spell fails and has no effect.
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