Magic Resistance. Astaar has advantage against spells and magical effects.
Contingency. When stunned or paralized, whatever happened first Astaar comes under the effect of a Resilient Sphere Spell.
Legendary resistance 5/day. If Astaar fails a saving throw, he can choose to succeed instead.
Lair Action. At initiative count 20 (losing ties) the following effect kicks in.
Roll a D4:
Until the next initiative count 20 (losing ties) Astaar gains immunitiy to the corresponding dammage type and heals from any damamge he is efected by from this damage type
1 radinat
2 fire
3 cold
4 necrotic
aditionally one of teh follwoing effects activates:
radiant: a wave of radiant energy washes out from Astaar. Each creature of his choice within 120 ft of him must make a DC 24 CHA save or be banished to another plane untill the end of its next turn .
fire: a wave of fire originating from Astaar spreads over the battlefield. Each creture of his choice within 120 ft of him must make a DC 24 Dex save or take 6d8+20 fire damage.
cold: A wave of chilling ebergy washes out originating from astaar. Each creature within 120 ft of him must suceed on a DC 24 CON save or come under the effect of the Slow spell on a failed save.
necrotic: A wave of necrotic energy washes out from Astaar. Each creature within 120 ft of him must suceed on a DC 24 INT saving throw or become feebleminded untill the end of their next turn
Divine Privilege. +10 to initiative rolls
Divine resurection:
Whe Astaar casts Revifivy on a creature, he can choose to have the target also come under the effect of a lvl 5 Cure wounds spell.
Divine Will:
When reduced to 0 HP Astaar drops to 1 HP instead and comes under the effect of a heal spell.
This fetaure can not be used again for 24 hours.
Divine Accuracy:
Astaar has a +2 to attackrolls.
Innate Spellcasting. Astaars Spellcasting ability is Charisma(Spellsave DC 25, spell attack bonus +18)
He can innately cast the following spells, requiring no material components:
5/day Farie Fire
5/day Shield
3/day Counterspell
3/day Dispell Magic
2/day Resilient Sphere
2/day Heal
2/day Revifify
2/day Mass Cure Wounds
2/day Greater Restoration
1/day True Resurection
1/day Contingency
1/day Sunburst
1/day lvl 8 Finger of Death
1/day lvl 8 Cone of cold
1/day lvl 8 Fireball
Planemastery. Whe a creature (including himself) attempts to leave the plane or is forced to do so, and Astaar is on within 120 feet of it, he can attempt to prevent this. the creature needs to do a contested charisma skillcheck with Astaar. On a failiure the creature is unable to leave the current plane.
Multiattack.Astaar usesone of the following options:
- Emperors divine call
- Envoke divinity
- Divine Protetcion
and makes either 4 Divine Blast or 3 Divine Sword Attacks,
Divine Sword. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) [slashing(magical)] damage + 22 (4d10) [see lair action roll] damage.
The first time Astaar hits a Creture with this Attack on his turn, the creature needs to to a DC 24 CON save. On a failed save, the creature is vulnerable to the current lair action damage type untill the end of its next turn. If the cretaure has resistance against that damage type it loses that resisitance untill the effekt ends, if the creature is immune it has resistance against that damage type instead untill the effekt ends.
Divine Blast. RangedWeapon Attack: +18 to hit, range 360 ft., one target. Hit: 13 (1d10 + 8) [force] damage + 22 (4d10) [see lair action roll] damage.
Divine Protection (recharge 5-6). Astraar gains 10d10 temporary hitpoints and up to 6 allys of his choice within 80 ft of him gain 3d10 temporary Hitpoints.
Envoke Divinity (recharge 5-6). Astaar channels his divine Power in an attempt to bring fear on his enemies. Each cretaure within 60 ft of his choice must make a DC 24 CHA saving throw or be frighened for one minute. The Creature can repeat its saving throw at the end of each of its turn ending the effect on a sucess.
Emperors divine call. Every creature must make a DC 24 Charisma saving throw. On a failiure the creature cannot take any action that would harm Astaar, and has to follow his orders, or take 8d10 psychic damage. At the end of each of its turns an affected creature can repeat its saving throw ending the effect on a sucess. After a sucessful saving throw a cretaure is immune to this effect for he net 24 hours.
The effekt can also be ended by a greater restoration spell, which also grants the immunity effect for 24 hours.
Divine Outburst (recharge 5-6). Each cretaure in a 60 foot cone originating from Astaar must make a DC 24 DEX saving throw or take 13d10 see lair action damage on a failedsave, or half as much on a sucessful one.
Teleport. Astaar teleports to a unoccupied space within 60ft and makes one Divine Blast or Divine Sword attack.
Divine Presence(Cost 2 Actions). Astaar increses his divine presence for a moment. All cretaures of his choice within 30 feet of him must make a DC 24 WIS saving throw or take 6d6 psychic dammage.
Manouvering Attack (Cost 2 Actions). Astaar can command all of his guards to move up to their movementspeed without provoking opportunity attacks and make an attack.
Cast a spell(Cost 3 actions). Astaar can Cast a Spell of its innate Spellcasting
Divine Dawn (Cost 3 Actions; Recharge 5-6). Astaar unleashed a massive wave of radiant energy. Each creature of his choice within 150 ft must make a DC 24 dex saving throw taking 13d8 see lair action roll damamge on a failed save or half as much on a sucessful one.
Previous Versions
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6/9/2020 1:54:22 AM
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Coming Soon
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