Sin of Pride (Aura, 45ft.) When enemies come within 45 feet they must make a DC 18 Wisdom saving throw at the start of their turn. On a failure, they are overwhelmed by self-doubt, suffering disadvantage on all attack rolls and ability checks for 2 turns. Affected creatures cannot willingly move away from Astralis, believing they are unworthy to retreat. The effect ends if they successfully strike Astralis in combat.
Multiattack. Astralis makes three melee attacks or casts one spell and makes a melee attack.
Heavenly Judgment Astralis calls down divine lightning upon up to 3 creatures within 120 feet. Each target must make a DC 18 Dexterity saving throw, taking 5d8 lightning damage on a failure or half as much on a success.
Divine Blade. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: (2d10 + 6) slashing + (2d6) radiant damage
Skyfall Spear. Ranged Weapon Attack: +12 to hit, range 60 ft., one target. Hit: (4d6 + 6) force damage.
Heaven’s Shield. Astralis raises a golden barrier using his spear, preventing any magic attacks for one round.
Prideful Roar. Astralis unleashes a divine command, summoning celestial minions that look like mini versions of himself. Summons 2 Celestial Guardians to defend the citadel.(HP 40, AC 14, 3d8 radiant damage)
Icarus’ Folly (6 charges) Astralis summons a miniature sun that hovers in place for 3 rounds at a chosen point within 60 feet. On this turn the sun radiates warmth, healing all creatures within 30ft by 20 points. On the second turn the sun radiates extreme heat, forcing creatures within 15 feet to make a DC 18 Constitution saving throw. Failure: 4d8 fire damage, Success: Half damage. The sun explodes on the third round, dealing 8d8 fire damage to all creatures within 30 feet (Dex save 15 for half).
Skyborne Wrath. Astralis flies up to 40 feet without provoking opportunity attacks.
Description
Astralis was once a god, but their pride has corrupted them. They see themselves as superior to all mortals and gods alike. Now, they challenge anyone who dares to come to the citadel, believing that their greatness cannot be surpassed.
Lair and Lair Actions
Winds of Judgment: The citadel’s winds intensify, forcing all creatures that fail a DC 16 Strength save to be pushed 20 feet in a random direction.
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