Star Incarnate

Huge celestial, lawful good

Armor Class 22 (natural armor)
Hit Points 261 (18d12 + 144)
Speed 40 ft., fly 60 ft.

24 (+7) 14 (+2) 26 (+8) 29 (+9) 29 (+9) 29 (+9)

Saving Throws Intelligence +16, Wisdom +16, Charisma +16
Skills Arcana +16, History +16, Nature +16, Perception +16, Religion +16
Damage Resistances cold, fire, lightning, thunder
Damage Immunities acid, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 26
Languages all, telepathy 120 ft.
Challenge 22 (41,000 XP)


  • Blessed Weapons. The star incarnate’s attacks are magical and it has advantage on attack rolls against evil-aligned creatures. When it hits a creature with any weapon, the weapon deals an extra 2d8 fire damage and 2d8 radiant damage (included in the attack).
  • Celestial Arcana (7/Day). The star incarnate can cast any spell of 8th level or lower requiring no components. The spell’s casting time must be equal to or shorter than 1 action, and the spellcasting ability for such spells is Charisma.
  • Celestial Recall. The star incarnate perfectly remembers the life of all mortals.
  • Fate Curse. The star incarnate can curse a creature within 100 feet of it as a bonus action. For 1 minute, the cursed creature has disadvantage on ability checks, attack rolls, and saving throws.
  • Immutable Form. The star incarnate is immune to any spell or effect that would alter its form.
  • Magic Resistance. The star incarnate has advantage on saving throws against spells and other magical effects.
  • Starfall. When the star incarnate drops below 150 hit points, stars start to fall and hit its enemies. At the start of each of the star incarnate’s turns, each enemy in a 120-foot radius must succeed on a DC 23 Dexterity saving throw or take 21 (8d6) radiant damage. This is not a magical effect.


  • +3 Morningstar of Skies. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 23 (3d8 + 10) piercing damage plus 9 (2d8) fire and 9 (2d8) radiant damage.
  • Starray. Ranged Spell Attack: +16 to hit, range 100/300 ft., one target. Hit: 35 (3d12 + 16) radiant damage.


A star incarnate is the incarnation of all the stars that decorate the night sky. As the brightest lights shining in the dark sky, they act as the greatest emissaries of deities of fate, and the forces of good.

Celestial Quest Giver. A star incarnate rarely interferes by challenging villains itself. It mostly observes mortals and twists their fates so that they can intervene when a danger arises. It can deliver a message to a champion in the form of visions, make sure that the future members of an adventuring party are all in a particular tavern at a specific time, or create heroes out of ordinary mortals.

Divine Creation. A star incarnate doesn’t require food, drink, or sleep.

Keeper of Fate. While seers use stars to uncover the future’s secrets, the future is known to a star incarnate. As a being created by the will of stars, a star incarnate can see one year into the future. However, one should keep in mind; the future can change.

The Brightest Ally, the Darkest Enemy. Some believe that the star incarnates hold back the darkness we see in the night, and protect the fate of mortals. Although they are rarely seen in action, even their presence alone bolsters their allies, while their spells and mighty morningstar destroy foes in a blink of an eye.

Section 15: Copyright Notice

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