Legendary Resistance (4/Day)
If Astraea fails a saving throw, she can choose to succeed instead.
Magic Resistance
Astraea has advantage on saving throws against spells and other magical effects.
Dream Sovereign
Astraea ignores difficult terrain. She can move through creatures and objects as if they were difficult terrain, taking 5 force damage if she ends her turn inside one. Creatures within 30 feet of her can’t gain advantage against her from being unseen.
Reality Fracture
When Astraea teleports, or when a creature fails a saving throw against her Name the Wound or Sever the Bond, Astraea gains 15 temporary hit points.
Crown of the False Dawn (Mythic Trait)
The first time Astraea is reduced to 0 hit points, she doesn’t die. Instead, she shatters into dreamglass, ends all conditions affecting her, regains 250 hit points, and each enemy within 60 feet must succeed on a DC 25 Wisdom saving throw or take 27 (6d8) psychic damage and become frightened of her for 1 minute.
A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once this trait activates, Astraea can use her Mythic Actions.
Multiattack
Astraea makes three Thread of Unmaking attacks, or two Thread of Unmaking attacks and uses Name the Wound.
Thread of Unmaking
Attack Type: Ranged Spell Attack
To Hit: +17
Range: 120 ft.
Target: One creature
Hit: 34 (4d8 + 9 force damage plus 2d6 + 7 psychic damage).
If the target is concentrating, it makes that concentration saving throw with disadvantage. The target can’t take reactions until the start of its next turn.
Name the Wound
Action Type: Action
Range: 120 ft.
Save: Wisdom DC 25
One creature Astraea can see within range must make a DC 25 Wisdom saving throw.
Failure: The target takes 27 (6d8) psychic damage, can’t regain hit points, can’t take reactions, and has disadvantage on attack rolls against creatures other than Astraea until the end of its next turn.
Success: Half damage only.
Sever the Bond (Recharge 5–6)
Action Type: Action
Range: 120 ft.
Save: Charisma DC 25
Targets: Up to 3 creatures Astraea can see
Each target must make a DC 25 Charisma saving throw.
Failure: The creature takes 36 (8d8) psychic damage, is charmed by Astraea until the end of her next turn, has its speed halved, and must immediately use its reaction to either:
make one weapon attack against a target of Astraea’s choice, or
move up to half its speed as Astraea chooses.
Success: Half damage only.
Borrowed Miracle (1/Day)
Astraea rewrites reality in one of the following ways:
Undo
Astraea ends one spell affecting each creature of her choice within 120 feet. Spells of 6th level or lower end automatically.
Rewrite Place
Astraea teleports up to six creatures she can see within 120 feet to unoccupied spaces she can see within 120 feet.
Rewrite Flesh
Each enemy in a 30-foot-radius sphere centered on a point Astraea can see within 120 feet must make a DC 25 Constitution saving throw.
Failure: 54 (12d8) force damage and restrained in dreamglass until the end of its next turn.
Success: Half damage only.
Step Through Mirrors
Astraea teleports up to 60 feet to an unoccupied space she can see.
Each creature within 10 feet of the space she left or entered must succeed on a DC 25 Wisdom saving throw or take 10 (3d6) psychic damage.
Fate Denied
When a creature Astraea can see within 120 feet succeeds on an attack roll, saving throw, or ability check, Astraea forces it to reroll the d20 and use the lower result.
Astraea can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Astraea regains spent legendary actions at the start of her turn.
Mirror Step
Astraea uses Step Through Mirrors.
Whisper of Ruin
One creature Astraea can see within 60 feet must succeed on a DC 25 Wisdom saving throw or take 18 (4d8) psychic damage and be unable to take reactions until the end of its next turn.
Reality Lash
Astraea makes one Thread of Unmaking attack.
Collapse Certainty (Costs 2 Actions)
One creature Astraea can see within 120 feet must make a DC 25 Charisma saving throw.
Failure: Its concentration ends, and it is blinded until the end of its next turn.
Shift the Scene (Costs 3 Actions; Lair Only)
Astraea immediately uses one lair action.
These actions are available only after Crown of the False Dawn activates.
Pull the Thread
One creature Astraea can see within 120 feet must succeed on a DC 25 Strength saving throw or be moved up to 30 feet to an unoccupied space Astraea chooses, take 18 (4d8) force damage, and fall prone.
Invert Memory (Costs 2 Actions)
One creature Astraea can see within 120 feet must make a DC 25 Wisdom saving throw.
Failure: The creature takes 22 (4d10) psychic damage and, until the end of its next turn, must use its action to either attack the nearest creature or do nothing as false memories overwhelm it.
Success: Half damage only.
False Wish (Costs 3 Actions)
Astraea uses Borrowed Miracle, but only the Undo or Rewrite Place option.
She can’t use this mythic action again until the end of the next round.
Description
Astraea Morvane is a dream-sovereign and reality usurper who steals futures, rewrites memory, and binds the loved ones of heroes into her grand design. She appears as a regal woman woven from moonlight, grief, and shattered prophecy, ruling from a throne of dreamglass and roots. She does not conquer through brute force alone, but through control of fate, fear, and the emotional wounds of those who oppose her.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), Astraea can take one of the following lair actions. She can’t use the same lair action two rounds in a row.
The Battlefield Rewrites Itself
Astraea shifts the dreamscape. Each enemy on the ground must succeed on a DC 22 Dexterity saving throw or be knocked prone and moved up to 20 feet to a space Astraea chooses that is still on the battlefield.
Grasping Realm
Astraea chooses one 20-foot-square area she can see within 120 feet. The area becomes difficult terrain until initiative count 20 on the next round.
Any creature that enters it for the first time on a turn or starts its turn there must make a DC 22 Strength saving throw or become restrained until initiative count 20 on the next round.
Accusing Echoes
Astraea targets up to three creatures she can see within 120 feet. Each must make a DC 22 Wisdom saving throw or take 21 (6d6) psychic damage.
Until initiative count 20 on the next round, affected creatures gain no benefit from invisibility, and their positions can’t be hidden by illusion magic.
Regional Effects
Within 6 miles of Astraea’s sanctum, reality weakens in subtle ways:
Mirrors show older scars, younger faces, or futures that never happened.
Sleeping creatures dream of someone they love calling for help from a place they do not recognize.
Spoken vows carry unnatural weight; breaking one causes the speaker to suffer vivid waking visions that last until the next dawn.
If Astraea dies, these effects fade over 1d10 days.
Comments