Star Spawn
Star Spawn
Huge aberration, any evil
Armor Class: 21 (Natural Armour, Dexterity)
Hit Points: 412
Speed:
40 ft
, fly: 60 ft
, swim: 40 ft
STR
28 +9
DEX
12 +1
CON
19 +4
INT
18 +4
WIS
20 +5
CHA
19 +4
Saving Throws: Strength +15, Constitution +12, Intellgence +10, Dexterity +7, Charisma +10, Wisdom +11
Skills:
Arcana +10
Religion +11
Investigation +10
Intimidation +14
Survival +11
Arcana +10
Religion +11
Investigation +10
Intimidation +14
Survival +11
Damage Vulnerabilities: Nil
Damage Resistances: Poison, Necrotic
Damage Immunities: Cold, Psychic
Condition Immunities: Charmed, Frightened, Poisoned
Senses:
Blindsight 60ft
Darkvision 180ft
Blindsight 60ft
Darkvision 180ft
Languages: Deep Speech, Old One Speech
All magical effects are cast with 2x range (where applicable)
At will:
- Suggestion
- Dimension Door
- Dissonant Whispers
- Tasha's Hideous Laughter
- Detect Thoughts
- Phantasmal Force
- Mind Thrust
1/day:
- Psychic Scream
- Simulcram
- Gate
2/day:
- Dominate Person
- Telekinesis
- Dream
- Confusion
- Ego Whip
3/day:
- Clairvoyance
- Sending
- Dominate Beast
- Evard's Black Tentacles
- Magic Resistance: Advantage vs spells and magical effects;
- Rejuvenation: If destroyed gains new body in d10 days next to its phylactery;
- Overwhelming Mind: Immune to mind reading/detect emotions, When a creature first has mental contact with Star Spawn DC18 save or be stunned (1 round
- Starflight: Can travel through outer space, the Astral Plane and the Void
Actions
Multiattack:
- 2x claw (or shove) +15, 3d6+9 slashing damage, reach 15ft, critical hit x3 damage
- 6x tentacle +15, 2d12+9 bludgeoning damage, range 15ft, grappled DC23 escape; or
- Automatic 3d12+9 bludgeoning damage to grappled creature
- Astral Strike, add 2d8 force damage to melee attack (recharge 5-6)
Reactions
Dimension Door if Star Spawn takes damage
Legendary Actions
- Legendary Resistance (3/Day). If the monster fails a saving throw, it can choose to succeed instead
- Star travel. Take a move action that does not provoke an attack of opportunity
- (2x actions) Madness. Intelligence DC19, on a failure, the creature succumbs to short-term madness found on page 259
- (3x actions) All creatures within 60" DC19 strangth save or pulled 10" closer or pushed 10" further away
Lair Actions
- Darkness
- Charm Monster (recharge 5-6)
- Hypnotic Pattern
- Silence
Comments