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
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
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
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.
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