Living Star

Huge celestial, Any alignment

Armor Class

19 (natural armor)

Hit Points

207 (18d12+90)

Speed

walk 0 ft., fly 60 ft.

Saves

Dex +12, Con +11, Wis +10

Skills

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

Damage Resistances

bludgeoning, piercing, slashing from nonmagical weapons

Damage Immunities

necrotic, poison, radiant

Condition Immunities

charmed, frightened, poisoned, stunned

Senses

truesight 120 ft.

Languages

Common, Celestial

Challenge

19

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.