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Shuriman Sands: Astraea commands the sands of Shurima. She can create difficult terrain in a 30 ft. radius around her, and any creature that ends its turn in this area takes 10 slashing damage from swirling sand unless it succeeds on a DC 18 Dexterity saving throw.
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Oracle’s Foresight: Astraea can see a few seconds into the future. She gains advantage on all saving throws and imposes disadvantage on attack rolls against her unless the attacker is immune to divination magic.
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Corrupted Shackles: Astraea’s chains are infused with the lingering essence of Xerath’s corruption. When she restrains a creature, they also take 2d8 lightning damage at the start of their turn.
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Multiattack:
Astraea makes three attacks with her staff or sand magic. -
Celestial Spear (Staff Attack):
Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 18 (3d8 + 5) radiant damage. -
Chains of Xerath:
Ranged Spell Attack: +12 to hit, range 60 ft., one target.
Hit: 20 (4d8 + 3) force damage, and the target is restrained until the end of Astraea’s next turn. -
Sandstorm’s Wrath (Recharge 6):
Astraea summons a raging sandstorm in a 20 ft. radius centered on herself. Creatures in the area must make a DC 19 Dexterity saving throw or take 36 (8d8) slashing damage and be blinded until the end of their next turn. -
Gaze of the Oracle:
Astraea targets a creature she can see within 60 ft. The target must make a DC 19 Wisdom saving throw or be paralyzed as visions of their future overwhelm them. The paralysis lasts until the end of Astraea’s next turn.
Obelisk Pulse
- Effect: Astraea channels energy into one active obelisk within 120 ft. of her, causing it to emit a pulse of arcane energy.
- Creatures within 15 ft. of the obelisk must succeed on a Dexterity saving throw (DC 20) or take 10 (3d6) force damage.
- If the obelisk has already been empowered (via Obelisk Empowerment), the radius increases to 30 ft., and the damage becomes 14 (4d6).
Arcane Blink
- Effect: Astraea teleports up to 30 ft. to an unoccupied space she can see.
- After teleporting, Astraea gains advantage on Dexterity saving throws until the start of her next turn.
Special: If Astraea teleports to a space within 10 ft. of an obelisk, her teleportation leaves a shockwave behind. Creatures within 10 ft. of her original location must make a Strength saving throw (DC 18) or be pushed 10 ft. and knocked prone.
Chain Bind
- Effect: Astraea summons arcane chains that lash out toward a creature within 30 ft.
- The target must make a Dexterity saving throw (DC 20) or become restrained until the end of Astraea’s next turn.
- Astraea can choose to pull the restrained creature 10 ft. closer to her.
- If the creature is within 10 ft. of an obelisk, the chains siphon energy from the obelisk, dealing 7 (2d6) force damage to the creature and healing Astraea for the same amount.
Arcane Deflection
- Trigger: A creature within 120 ft. of Astraea casts a spell that targets her or an ally within 30 ft. of her.
- Effect: Astraea attempts to disrupt the spell’s energy. The caster must succeed on a Concentration saving throw (DC 20) or have their spell fail, wasting the action or spell slot.
Astraea can take 3 legendary actions, choosing from the options below.
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Sandslash: Astraea whips the sands around her, targeting one creature within 30 ft. The target takes 15 (3d10) slashing damage.
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Foresight Ward (Costs 2 Actions): Astraea conjures a shimmering ward of golden sand, granting herself resistance to all damage until the start of her next turn.
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Shackling Storm (Costs 3 Actions): Astraea summons a burst of chains and lightning in a 30 ft. radius. Creatures in the area take 22 (4d10) lightning damage and must succeed on a DC 19 Strength saving throw or be restrained.
Flaw: Fractured Memories
Astraea is not fully subservient to Xerath’s will. Deep within her, the memories of her life before his corruption linger, filled with grief, wisdom, and the desire for freedom. If the players uncover and use these fragments of her past, they can disrupt Xerath's control over her and weaken her resolve.
Mechanics of the Flaw
Players can exploit Astraea’s fractured memories in one or more of the following ways:
1. Invoking Her Name (Skill Challenge):
- Players who succeed on a DC 18 Arcana, History, or Religion check (one check per player per round) may recall Astraea’s original identity as a Shuriman oracle before Xerath’s corruption.
- If a player uses Astraea’s name or recounts her deeds as an oracle during combat (as a bonus action), she must make a Wisdom saving throw (DC = 18).
- On a failed save, Astraea becomes distracted, losing her Legendary Actions for 1 round and taking 10 (3d6) psychic damage as Xerath’s chains falter.
2. Destroying an Obelisk (Symbol of Xerath’s Control):
- The arcane obelisks that Astraea conjures are symbols of Xerath’s domination. If a player destroys one of her obelisks, Astraea must make a Charisma saving throw (DC 18).
- On a failed save, Astraea is overcome by a vision of her former self and suffers the following effects:
- She takes 20 (4d8) psychic damage.
- For her next turn, she acts hesitantly, allowing all attack rolls against her to have advantage.
- Her connection to Xerath weakens, and any resistance to psychic damage is suppressed for 1 minute.
- On a failed save, Astraea is overcome by a vision of her former self and suffers the following effects:
3. Reminders of Shurima (Items or Actions):
- Players who use artifacts, stories, or magic related to Shurima’s golden age (such as relics or symbols of the Ascended) can force Astraea to confront her buried memories.
- If the players dedicate a full round to this effort (e.g., presenting an artifact or making a heartfelt appeal), Astraea must make a Wisdom saving throw (DC 20).
- On a failed save, Astraea loses Concentration on any active spell, such as Haste or Wall of Fire, as the inner conflict disrupts her focus.
- If the players dedicate a full round to this effort (e.g., presenting an artifact or making a heartfelt appeal), Astraea must make a Wisdom saving throw (DC 20).
4. Ultimate Rebellion: Break the Chains (Final Blow):
- If Astraea is reduced to 25% of her hit points or less while the players have repeatedly reminded her of her past, she has a chance to rebel against Xerath entirely.
- On her next turn, Astraea must make a Charisma saving throw (DC 22).
- On a success: Astraea shatters Xerath’s chains and reverts to her original form as a powerful, free oracle. She may become a reluctant ally to the players or retreat from the battle entirely.
- On a failure: Xerath’s grip tightens, and she enters a berserk state, regaining half her hit points but losing all defensive abilities, making her vulnerable to a decisive strike.
- On her next turn, Astraea must make a Charisma saving throw (DC 22).
Description
Once a devoted oracle of Shurima, Astraea was bound by Xerath's betrayal and corrupted power, tethered to both her celestial duty and Shurima's eternal sands. Her radiant form now flows with both divine energy and swirling sands, her movements like a storm on the horizon. With every crafted obelsk, the sands shift, revealing glimpses of the future and fragments of the past.
Lair and Lair Actions
When fighting Astraea in her domain (an ancient, sand-covered Shuriman ruin), she can use lair actions on initiative count 20.
- Eternal Sands: Shuriman sands surge around Astraea, creating a 20 ft. radius of swirling sand that heavily obscures the area for all creatures except Astraea.
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Visions of the Past: Astraea forces creatures within 60 ft. to relive ancient memories. Each creature must succeed on a DC 19 Wisdom saving throw or be incapacitated until the end of their next turn.
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Shuriman Pillar: Astraea summons a pillar of ancient sandstone at a location she can see within 60 ft. The pillar blocks movement and provides half cover. If it appears under a creature, they must make a DC 18 Dexterity saving throw or take 20 (4d8) bludgeoning damage and be knocked prone.
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