Small celestial, chaotic good

Armor Class 15
Hit Points 112 (15d6 + 60)
Speed 30 ft., burrow 30 ft.

12 (+1) 21 (+5) 18 (+4) 15 (+2) 16 (+3) 20 (+5)

Saving Throws Wis +6, Cha +8
Skills Perception +6, Stealth +8, Survival +9
Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion
Senses darkvision 90 ft., passive Perception 16
Languages Common, telepathy 120 ft.
Challenge 8 (3,900 XP)


  • Enforce Good Deeds. A creature that has received assistance, such as food or healing, from the astri must succeed on a DC 16 Wisdom saving throw or be affected by the geas spell for 30 days. While under the geas, the affected creature must assist nonhostile creatures suffering from injury or exhaustion by alleviating the injury or exhaustion.
  • Helping Hand. The astri can take the Help action as a bonus action on each of its turns.
  • Magic Resistance. The astri has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The astri’s weapon attacks are magical.
  • Innate Spellcasting. The astri’s spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The astri can cast the following spells, requiring no material components:


  • Multiattack. The astri makes three bite attacks.
  • Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) radiant damage.
  • Healing Touch (3/Day). The astri touches another creature. The target magically regains 14 (3d8 + 1) hit points and is freed from any disease, poison, blindness, or deafness.
  • Alternate Critical (Source: Monster Crits for 5e). When the astri scores a critical hit, it doesn’t deal extra damage. Instead, it regains one daily use of its Healing Touch feature. This has no effect if the astri has all three uses available.


  • Defensive Counter. When a creature within 5 feet of the astri makes an attack against a creature other than the astri, the astri can bite the attacker. To do so, the astri must be able to see the attacker.


Human hands sit at the ends of the raccoon-headed creature’s four short legs. It flicks its banded tail as it turns toward cries for help, setting its vivid blue eyes on those in need.

Good Samaritans. Astri range the badlands and deserts of the Material Plane, seeking opportunities to assist lost and dying travelers. When an astri encounters people in distress, it works to grant them the assistance they need-be it food, healing, or a safe place to rest-and remains until they no longer require its help.

Bringers of Hope. When they aren’t helping individuals or small groups, astri quietly watch over villages in their territories.

They keep the surroundings clear of threats, aerate the soil, and dig out wells in places with limited access to clean water. Astri become quite fond of the settlements under their protection and take pride in the residents’ successes.

Enemies of Greed. Mercenary behavior offends the sensibilities of astri, but they understand many people have strong selfish streaks. Astri counter this selfishness by magically enforcing the desire to help others. Before an astri assists an intelligent creature, it asks the creature to promise to do good deeds over the next few weeks. If a creature won’t make the promise, the astri still assists, but the creature must contend with the geas that may be attached to the helping hand.

Section 15: Copyright Notice

Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham.

This is not the complete section 15 entry - see the full license for this page