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Star Blight

Medium ooze, chaotic evil

Armor Class 17
Hit Points 310 (23d8 + 189)
Speed 30 ft., climb 30 ft., fly 90 ft.

24 (+7) 24 (+7) 28 (+9) 17 (+3) 19 (+4) 13 (+1)

Damage Immunities acid, cold, poison
Condition Immunities blinded, charmed, deafened, frightened, grappled, paralyzed, poisoned, prone, stunned, unconscious
Senses blindsight 120 ft. (blind beyond this radius), Passive Perception 14
Languages Common, Deep Speech; telepathy (within its cursed domain only)
Challenge 20 (25,000 XP)


  • Cursed Domain. Once per year, the star blight can concentrate for 1 hour to transform a 5-mile-radius area into a domain of evil for 20 days. The epicenter of this domain can be identified via a detect evil and good spell. The epicenter of the blight’s domain may be targeted by a remove curse spell to suppress this affliction for five hours. When the blight’s domain is suppressed, it must succeed on a Wisdom saving throw, with a DC equal to the caster’s spell saving throw DC, or have disadvantage on all attack rolls, saving throws, and ability checks for the duration of the suppression. If the epicenter of its cursed domain is a spacecraft, its domain moves with the craft and permeates all of its inner compartments. Distance Distortion. Gravity and light distort around the star blight. The star blight is lightly obscured to adjacent creatures and heavily obscured to all other creatures. This ability has no effect on creatures with truesight. In addition, creatures within the blight’s cursed domain have disadvantage on skill checks made to navigate and pilot.
  • Rejuvenation. If the star blight is slain in its cursed domain, a new star blight spontaneously forms in 1d10 days at the epicenter of the slain blight’s cursed domain unless the blight’s corpse is targeted with a remove curse spell.
  • Starflight. The star blight can survive in the void of outer space and fly at incredible speed. Although exact travel times vary, a trip within a single solar system takes 3d20 hours, while a trip beyond takes 3d20 days.


  • Multiattack. The star blight makes four slam attacks.
  • Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage and 10 (3d6) cold damage, and creatures that are not immune to cold damage must make a DC 18 Constitution saving throw. On a failed save, the target loses any resistance it has to cold damage for 1 round and becomes stunned for 1d6 rounds. On a success, the target is instead poisoned for 1 round.
  • Exotic Radiation Burst (3/Day). Creatures within the blight’s cursed domain must make a DC 18 Constitution saving throw, reducing a random ability score (d6 roll: 1—Strength, 2—Dexterity, 3—Constitution, 4—Intelligence, 5—Wisdom, 6—Charisma) on a failure. Creatures adjacent to the blight have this ability score reduced by 2d4, creatures within 30 feet have this ability score reduced by 1d4, and all other creatures in the blight’s cursed domain reduce this ability score by 1. A successful save halves this reduction (minimum 0). A creature dies if this reduces one of its ability scores to 0. Otherwise, this reduction lasts until the creature finishes a short or long rest. Alternatively, the blight can damage objects with this radiation, dealing 70 (20d6) points of damage to objects not being worn or carried within 10 feet, and 35 (10d6) points of damage to objects not being worn or carried further than 10 feet away but within 60 feet. This damage bypasses any damage threshold an object may possess.
  • Spore jet. When an enemy scores a critical hit with a piercing or slashing weapon against it, the sky spore can use its floating spores ability as a reaction even if it has not recharged.


A star blight is an amorphous mass of inky blackness holding within it a tapestry of stars, many of which look like glowing red eyes. Only when it moves does it betray its nature as an autonomous being, a type of sentient ooze that once dwelt upon impossibly tall mountains on nearly airless worlds drinking in cosmic radiation and eldritch rays, when their attention was drawn by civilizations wandering the stars. The blights followed the curious travelers to their new homes and attached themselves to popular spaceways. Along the way, they consumed ambient energies thrown off by a multitude of stars and even devoured decaying stars. While they require a portion of this energy to sustain themselves, they keep most of it in reserve, so they can breach ships or harm creatures. They find most humanoids easy prey when separated from their vessels and equipment and delight in toying with their exposed victims, against which they enjoy considerable advantages. The blights make space travel more difficult by bending light and gravity in strange ways, fooling sensors and physical observation alike. Star blights measure 7 feet in diameter and weigh 300 pounds.

Born in the heart of a supernova, sometimes the formation of a neutron star is accompanied by the birth of a kindred fey spirit. Supermassive singularities, also called living singularities by some races, appear as a glowing ball of silver light less than a meter across. Supermassive singularities can perceive and manipulate energy along a wide range of the electromagnetic spectrum allowing them to affect light, electricity, gravity, magnetic fields and even x-rays. Emitting deadly bursts of x-rays are the supermassive singularity’s primary means of defense, but other favorite tactics include slowing foes with gravity wells and disarming foes with ranged x-ray pulses within an active magnetic field.

Singular Pride. While not always malicious, supermassive singularities have the arrogance typical of most powerful fey and they have absolutely no concern for the consequences their actions have on “lesser” mortal creatures that they encounter. However, there is at least one account of a crew of shipwrecked survivors appeasing a supermassive singularity with lavish gifts in exchange for it using its abilities to return them to an inhabited world.

Section 15: Copyright Notice
Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham