Voidcore. Astroluz Channels The power from it's Core in a 10ft radius of it causing the any creatures inside the 10ft to take 3d6 Radiant damage.
Intergalactic Obstruction. Astroluz Crits on 18, 19 and 20's and crits silences the targets ( silence makes a creature unable to cast spells for or use abilities for a turn the target can still attack and run).
Multi Attack. Astroluz can either use Constellation Scythe twice or use Comet
Constellation Scythe. Melee Weapon Attack: +6 to hit, reach 10ft., One target. Hit: 27 (6d8 + 6) [Radiant] damage.
Comet. Ranged Weapon Attack: +6 to hit, range 10/500 ft., 3 targets. Hit: 33 (10d6 + 6) [Fire] damage.
Astral Smite. As a bonus action Astoluz can deal 6d8 Radiant damage to a target within 30ft of it
Unstable. As a reaction Astroluz Can flicker into another dimension avoiding An saving throw completely
Astroluz Changes the tempo of the fight by constantly flickering in and out of this plane of existence. it has 3 Legendary Actions.
Spaghettification (Costs 1 Actions). Astroluz spins their scythe bending space to teleport a creature 30ft towards them.
Mythic Action Name. 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
Enter a general description for your monster here.
Lair and Lair Actions
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.
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