Large Undead, Chaotic Neutral
Armor Class 20 Natural Armor
Hit Points 300 (35d10 + 50)
Speed 50 ft.
STR
8 (-1)
DEX
20 (+5)
CON
22 (+6)
INT
16 (+3)
WIS
18 (+4)
CHA
21 (+5)
Saving Throws DEX +10, CON +11, WIS +9, CHA +10
Skills Arcana +7, Insight +9, Perception +9, Stealth +11
Damage Vulnerabilities Force
Damage Resistances Cold, Psychic, Radiant
Damage Immunities Fire, Lightning, Necrotic, Poison
Senses Passive Perception 19
Languages All languages
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Gravity Well Aura When below 50%: 

A 20-ft aura of crushing celestial pressure

Creatures inside of it:

  • Must make a 17 WIS SAVE
    • On fail: Frightened + Speed reduced by 10ft + 2d6 force
    • On success: Immune for the next 24 hours

Incorporeal Movement:

  • Can move through creatures/objects as difficult terrain
    • Takes 5 force damage if it ends turn inside an object

 

Actions

 

Starlance Slash: Action Melee Attack. Melee Weapon Attack: +9 to hit/5ft

  • Damage: 2d10 Necrotic + 1d8 radiant

If hit: opponent rolls a CON SAVE (dc: 17) if failed, opponent is gravity weighted

  • Speed reduced by 10
  • Creature cannot dash
  • Disadvantage on Strength Checks and Saves

When below 50% HP:

  • Disadvantage on Dex saves
  • Movement is now halved

 

Void Gaze (Ranged Spell Attack): +9 to hit: 60 ft: 3d8 psychic damage

Enemy rolls a WIS SAVE 17, if fails:

  • Disadvantage on next attack
  • Disadvantage on next saving throw

Event Horizon (5 charges): creates a micro black hole

20 ft radius (centered on wraith): All creatures must make a STR SAVE 17:

  • Pulled 15 ft toward the wraith
  • Knocked prone
  • Take 3d6 force damage
  • If they pass take half damage and don't get pulled or knocked prone
Bonus Actions

Bonus Action: Stellar Step

  • Teleport 20ft to a dim light or darkness
Reactions

Cosmic Retreat: If the wraith is hit by an attack of any kind, it'll half the damage

Celestial Withdraw (In 2nd form): If hit by attack of any kind, ignore all damage and teleport within a range 20 ft of the wraith.

Enemies in range must make a CON SAVE 16 as the wraith reforms from the cosmic dust, imploding with energy. If fail take 2d8 force damage, if pass take half

Legendary Actions

Legendary Actions (3 per turn):

Stellar Flicker (1 Action):

Teleport 10 ft into dim light

Dust to Dust (1 Action):

All creatures within 5 ft

CON SAVE 15 or take 2d8 radiant damage, passes take half damage

Starfire Wraith Resurrection (When below 50% hp):

The wraith cracks open, revealing a mini supernova core in its chest

Gain:

  • +2 AC
  • +10 ft movement
  • All attacks deal +1d6 radiant
  • Gain Legendary Action: Solar Flare Shockwave
  • Disadvantage for enemies on Con saves within 10ft (cosmic pressure)

Solar Flare Shockwave (2 Actions):

Range 15 ft radius: centered on wraith: DEX SAVE 17

If fail:

  • 2d8 radiant
  • 2d8 force
  • Blinded until the end of next turn
  • Success = half damage, no blind

Black Star Grasp (3 Actions):

A spectral hand reaches through their chest.

CHA SAVE 17, If fail:

  • Take 3d6 necrotic
  • 1d6 force
  • Lose bonuses to saves until their next turn

Description

Enter a general description for your monster here.

Lair and Lair Actions

Cosmic Graveyard:

Cosmic dust on the ground. 

Roll a d4 on the beginning of each round after below 50% HP:

1: Starlight beam - 10 ft radius, two pillars of cosmic light erupts from the floor, DEX SAVE 16, if fail fail take 3d10 radiant, if pass take half. (Roll: X coordinate (d20+d10+d4), Roll Y coordinate (1d10+1d12))

2: Gravity Distortion - Choose a player: Cosmic dust and energy surrounds the player, changing their gravity and making them float, speed becomes zero.

3: Cosmic Rift - A tear opens, Range 60ft: CON SAVE 16 or take 4d6 psychic, if they pass, half damage. Wraith  chooses where it stays. 30 ft length, if within 10 ft of it when ending your turn or when it manifests, make the save.

4: Moonshadow slide: The wraith teleports 30 ft to an unoccupied space of its choice

PowerOfZues

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