Star Dash. The Astral Dear travel through the Astral Plane at 550ft.
Plain Shifter: Astral Deer can cast Plane Shift on himself at will.
Detect Extraplanar: While in the astral plane, an Astral Deer has advantage on Wisdom (Perception) checks to detect creatures not native to that plane.
Astral Deer are considered 9th Level Spell Casters and can cast Dominate Monster at the 9th level.
Multiattack. An Astral Deer makes 3 attacks. It either makes 1 charge attack and then 2 gore attacks or 3 gore attacks.
Gore. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18(2d12 + 7) piercing damage.
Charge.(Costs 2 Action) Melee Weapon Attack: +13 to hit, reach 30 ft., one target. Hit: 32 (3d12 + 9) piercing damage.
Lair and Lair Actions
An Astral Deer lairs in the Astral Plane deep within the Astral Forest.
Lair Actions
On initiative count 20 (losing initiative ties), the Astral Deer takes a lair action to cause one of the following effects:
- The Astral Deer creates fog of stardust as though it had cast the Fog Cloud spell. The fog lasts until initiative count 20 on the next round.
- Brilliant sunlight flashes in a 60-foot radius centered on a point within 150ft of the Astral Deer.
Each creature in that light must make a DC 18 Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
A creature blinded by this Sunburst makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
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