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
Damage Vulnerabilities: Nil
Damage Resistances: Poison, Necrotic
Damage Immunities: Cold, Psychic
Condition Immunities: Charmed, Frightened, Poisoned
Senses:
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)
Greater Frightful Presence; DC 18 wisdom save within 120ft or be frightened, can save at end of turn. There is no immunity from further fear effects if a save is successful

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


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