Large Celestial, Chaotic Good
Armor Class 19 Natural Armour
Hit Points 195 (18d12 + 42)
Speed 50 ft.
STR
27 (+8)
DEX
14 (+2)
CON
30 (+10)
INT
12 (+1)
WIS
7 (-2)
CHA
19 (+4)
Saving Throws STR +13, CON +15
Skills Arcana +25, Sleight of Hand +17, Stealth +25
Damage Vulnerabilities Poison
Damage Resistances Fire
Damage Immunities Cold, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Exhaustion, Prone, Unconscious
Senses Darkvision 50ft, Truesight 100ft, Passive Perception 19
Languages Abyssal, Common, Draconic, Undercommon Abyssal, Common, Draconic, Undercommon
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Astral Spirit. The Astral Soul has an advantage on all saves when in the Astral Plane

Severed Soul. The Astral Spirit is immune to piercing damage

Spellcasting. The Astral Spirit is a 9-level spellcaster. Its spellcasting ability is CON (spell save DC 17, +9 to hit with spell attacks). The Astral Spirit has following Cleric spells prepared:
Cantrips (at will): Light, Guidance
1st level (3 slots): Cure Wounds, Inflict Wounds, Guiding Bolt

2nd level (4 slots): Hold Person, Lesser Restoration, Spiritual Weapon, Zone of Truth

3rd level (3 slots): Bestow Curse, Revivify, Spirit Guardians

4th level (3 slots): Banishment, Death Ward, Guardian of Faith

5th level (3 slots): Flame Strike, Holy Weapon, Raise Dead

6th level (3 slots) Blade Barrier, Harm, Heal

7th level (3 slots) Conjure Celestial, Fire Storm, Regenerate

8th level (2 slots) Antimagic Field, Earthquake

9th level (2 slots) Astral Projection, Mass Heal, True Resurrection 

Actions

Bolt. The Astral Spirit blasts a bolt of astral energy at a creature of it’s choice. That creature takes 4d12 lightning damage plus 3d6 radiant damage

Enhanced Greataxe (Astral). Melee Weapon Attack: +8 to hit, reach 15 ft., 3 target. Hit: 25(3d10 + 3) Radiant plus 40(5d10+5) Necrotic  damage. 

Enhanced Spear (Astral). Ranged Weapon Attack: +8 to hit, range 50/200 ft., 1 target. Hit: 60 (6d12 + 10) Piercing damage plus 12(2d10+2) Radiant Damage

Reactions

Severing Aura. Any creature that starts its turn within 60ft of the Astral Spirit that has a psychic or any other type of link with any other creature, that link is severed

Legendary Actions

 

Astral Demiplane(Costs 3 Actions). The Astral Spirit forces a creature it can see to make a DC 20 CON save or be transported to a demiplane within the Astral Plane. The target cannot make attacks or reactions and another creature cannot attack the creature while imprisoned. Roll a d6 for what the demiplane beholds

1: Prison Cell (DC 15 DEX (Sleight of Hand) save to escape)

2: Restrained by 4 chains (Target becomes restrained for 5 minutes)

3: Maze or Labyrinth ( DC 20 INT save to be freed)

4: Imprisoned in jewel (Target is incapacitated for 5 minutes)

5: Water-Filled room ( Target takes 2d4 cold damage at the start of each of it’s goes for 5 minutes) 

6: Trance ( The target does not go into the Astral plane and begins hovering, asleep, in the Material Plane. Another creature must use an action to wake the creature. If the creature is not awoken within 5 minutes, the target becomes petrified.)

Description

An Astral Spirit is a spirit of those who went into the Astral Plane but never left. Their appearance is the same as their original form but with Divine light glowing in their eyes and a translucent body

Lair and Lair Actions

An Astral Spirit’s lair is usually a duplicate of it’s original home before it’s soul was ripped from it’s original body

Lair Actions

On initiative count 3 (losing initiative ties), the Astral Spirit takes a lair action to cause one of the following effects; the Astral Spirit can’t use the same effect two rounds in a row:

  • The Astral Spirit can use it’s Bolt attack with the damage halved
  • The Astral Spirit creates a Fog Cloud of it’s colour choice. Any creature that is not amphibious, the Astral Spirit, or an ally of the Astral Spirit becomes poisoned and blind

Regional Effects

The region containing a legendary Astral Spirit’s lair is in several different planes, which creates one or more of the following effects:

  • Random portals to other Planes are created within 10 miles of the lair
  • Creatures are randomly teleported to the Astral Plane

If the Astral Spirit  dies, these effects fade over the course of 5d4 days.

Habitat: Underdark

Dungeonmaster2555

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