Legendary Resistance (3/Day). If Astra fails a saving throw, she can choose to succeed instead.
Wings of the Eclipse. Astra can move through magical darkness as if it were dim light, and she can see normally in any level of illumination. Any creature that targets her with an attack while she is in bright light does so with disadvantage.
Multiattack. Astra makes three attacks with Spear of Dawn. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 6) radiant damage plus 9 (2d8) force damage. On a crit, the target must succeed on a DC 18 Constitution saving throw or be blinded for 1 minute.
Judgment of the Sun (Recharge 5–6). Astra calls down a pillar of divine fire in a 30-foot radius, 100-foot-high cylinder within 120 feet.
- Creatures in the area must make a DC 18 Dexterity saving throw or take 50 (10d10) radiant and fire damage.
- Undead, fiends, or creatures with necrotic abilities must make this save at disadvantage.
- Creatures reduced to 0 HP are disintegrated into radiant dust.
Righteous Smite. The next time Astra hits with a weapon attack, the attack deals an additional 4d8 radiant damage and the target must succeed on a DC 18 Strength saving throw or be knocked prone and stunned until the end of Astra’s next turn.
Blade of Conviction. Astra makes one Spear of Dawn attack.
Celestial Barrier. Astra conjures a shield of radiant force around herself, gaining 30 temporary hit points.
Call the Choir (Costs 2 actions). Astra summons 1d3 Eclipse Choir Seraphs, which remain for 3 rounds.
Comments