Astral Ray

Large monstrosity, chaotic good

Armor Class 14 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 5 ft., fly 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 16 (+3) 12 (+1) 12 (+1) 8 ( 1)

Skills Perception +3
Damage Immunities psychic
Senses darkvision 120 ft., passive Perception 13
Languages
Challenge 3 (700 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Mental Bond. The astral ray can forge an instinctive bond with one willing Humanoid it spends at least 1 hour within 10 feet of. While bonded, the astral ray and the Humanoid can communicate simple ideas, emotions, and images telepathically across any distance and planes of existence. The astral ray can end this bond at any time (no action required).
  • Vision Ward. The astral ray emits a magical aura that blocks divination magic. Any creature within 30 feet of the placeholder can’t be targeted by any divination magic, or perceived through magical scrying sensors.

ACTIONS

  • Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage and the target must succeed on an DC 13 Intelligence saving throw or have disadvantage on the next attack roll it makes before the end of its next turn.
  • Material Manifestation (1/Day). The astral ray manifests physically on the Material Plane within 30 feet of a Humanoid it has a Mental Bond with. Its physical body uses its normal statistics and remains on the Material Plane for 1 minute, or until it is destroyed or it uses an action to end the manifestation, after which the astral ray returns to the Astral Plane. The duration can be extended to 1 hour if a creature uses an action to expend a spell slot of 3rd level or higher to feed the astral ray with magical energy.

BONUS ACTIONS

  • Astral Blink. The astral ray teleports itself and a willing creature mounted on it to an unoccupied space it can see within 30 feet of it. A creature teleported in this way must succeed on a DC 11 Intelligence saving throw or take 4 (1d8) psychic damage.

REACTIONS

  • Rewind. While on the Material Plane, the astral ray can sacrifice its material manifestation to rewind time. At the end of another creature’s turn, the astral ray destroys its physical body and reverts time for one willing creature within 5 feet of it to just before the turn started. The target magically appears in the spot it was in when the turn started, it regains any hit points it lost during the turn, and any conditions or effects that began on it during the turn no longer affect it.
Section 15: Copyright Notice

Milando's Guide to Magical Marvels. Copyright 2022. Eventyr Games.

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