monsters celestial cr-17-20 Creature Codex

Living Star

Huge Celestial, CR 19. From Creature Codex.

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Living Star

Huge Celestial, any alignment

Armor Class 19 (natural armor)

Hit Points 207 (18d12+90)

Speed fly 60 ft., 0 ft.

STR
24 (+7)
DEX
22 (+6)
CON
21 (+5)
INT
21 (+5)
WIS
19 (+4)
CHA
22 (+6)

Saving Throws Dex +12, Con +11, Wis +10

Skills Acrobatics +12, Insight +10, Perception +10, Persuasion +12

Damage Immunities necrotic, poison, radiant

Condition Immunities charmed, frightened, poisoned, stunned

Senses truesight 120 ft., passive Perception 20

Languages Celestial, Common

Challenge 19 (22,000 XP)

Magic Resistance. The living star has advantage on saving throws against spells and other magical effects.
Resize. As a bonus action, the living star can change its size. This trait works like the enlarge/reduce spell, except it deals 2d4 extra damage when enlarged and 2d4 less damage when reduced.
Starshine. A creature that starts its turn within 30 feet of the living star must make a DC 19 Intelligence saving throw. On a failed save, the creature is blinded for 1 minute. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the living star's Starshine for the next 24 hours.
Supernova. When a living star dies, it erupts, and each creature within 30 feet of it must make a DC 19 Dexterity saving throw, taking 56 (16d6) radiant damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hp by this damage dies.

Actions

Multiattack. The living star makes three starflare attacks. It can use its Silvered Ray in place of one starflare attack.
Starflare. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage plus 14 (4d6) radiant damage.
Silvered Ray. Ranged Spell Attack: +12 to hit, range 150 ft., one target. Hit: 28 (4d10 + 6) radiant damage, and the target must succeed on a DC 19 Charisma saving throw or be stunned until the end of its next turn.

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