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All the Lights in the Sky are Stars [ATLAS] - Haven

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Published by Fallon Creziato, 2020-10-14 11:36:32

All the Lights in the Sky are Stars [ATLAS] - Haven

All the Lights in the Sky are Stars [ATLAS] - Haven

Star Elemental Myrmidon
Elemental myrmidons are elementals conjured and bound by
A star elemental is a glowing mass of starlight with a vague magic into ritually created suits of plate armor. In this form,
semblance of a face. They are a strange variant of their fire they possess no recollection of their former existence as free
elemental kin, channeling their energy as light and heat. As elementals. They exist only to follow the commands of their
they are constructed of luminous plasma, direct contact with a creators.
star elemental can be dangerous.
Though star elemental myrmidon bear several
Denizens of Space. Rather than occupying any of the resemblances to the starforged, they spring into existence
elemental planes, star elementals can be found deep in space already possessing sentience, but unable to act against the
or adrift in the astral plane. commands of their creators.

Elemental Nature. Like their other elemental kin, a star Star Elemental
elemental doesn't require air, food, drink, or sleep. Myrmidon

Star Elemental Medium elemental, neutral

Large elemental, neutral Armor Class 18 (plate armor)
Hit Points 117 (18d8 + 36)
Armor Class 14 Speed 30 ft., fly 30 ft.
Hit Points 90 (12d10 + 24)
Speed 50 ft., fly 50 ft. STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 15 (+2) 8 (–1) 10 (+0) 10 (+0)
STR DEX CON INT WIS CHA
13 (+1) 19 (+4) 15 (+2) 7 (–2) 10 (+0) 6 (–2) Damage Resistances bludgeoning, piercing, slashing
from nonmagical attacks
Damage Resistances bludgeoning, piercing, slashing
from nonmagical attacks Damage Immunities poison, radiant
Condition Immunities paralyzed, petrified, poisoned,
Damage Immunities poison, radiant
Condition Immunities exhaustion, grappled, paralyzed, prone
Senses darkvision 60 ft., passive Perception 10
petrified, poisoned, prone, restrained, unconscious Languages Celestial, Ignan, one language of its creator's
Senses darkvision 60 ft., passive Perception 10
Languages Celestial, Ignan choice
Challenge 5 (1800 XP) Challenge 7 (2900 XP)

Stardust Form. The elemental can move through a space Illumination. The myrmidon sheds bright light in a 30-
as narrow as 1 inch wide without squeezing. In addition, foot radius and dim light for an additional 30 feet.
the elemental can enter a hostile creature’s space and Magic Weapons. The myrmidon's weapon attacks are
stop there. The first time it enters a creature’s space on magical.
a turn, or if a creature starts its turn within the
elemental's space, that creature takes 5 (1d10) fire Actions
damage.
Illumination. The elemental sheds bright light in a 30- Multiattack. The myrmidon makes three morningstar
foot radius and dim light for an additional 30 feet. attacks.
Morningstar. Melee Weapon Attack: +7 to hit, reach 5
Actions ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Radiant Strikes (Recharge 6). The myrmidon uses
Multiattack. The elemental makes two touch attacks. Multiattack. Each attack that hits deals an extra 5
Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one (1d10) radiant damage.
target. Hit: 11 (2d6 + 4) radiant damage.
Gleam (Recharge 4-6). Each creature within 30 feet of
the elemental must make a DC 13 Constitution saving
throw. On a failure, a target takes 13 (3d8) radiant
damage and is blinded until the end of its next turn. On
a success, a target takes half as much damage and is not
blinded.

PART 5 | CREATURES 51

Death of a Star Sun-Sailing Lizards
As star elementals go through their lives, they gather space Traveling the depths of space are the hooded nebula,
dust and fuse it inside their body, providing energy in the form elemental lizards bearing magnificent neck frills that store
of heat and pressure. When the fuel inside a star elemental and release sunlight.
begins to run out, the pressure inside the elemental wanes,
and the gravitational forces of its accrued stardust eventually Hooded nebula are innately curious creatures, and travel
collapse in on itself. This process forms an extraordinarily from world to world in to satisfy their thirst for knowledge.
dense point of matter, a black hole elemental. Black hole
elementals continue as star elementals do, consuming matter Hooded Nebula
to subsist.
Large elemental, chaotic neutral
Singularity. At the core of a black hole elemental lies a
gravitational singularity, a region of nearly infinite density Armor Class 15 (natural armor)
where the laws of space and time are corrupted. Forming Hit Points 90 (12d10 + 24)
around the core, a vaguely humanoid event horizon leeches Speed 30 ft.
away any light shined upon the elemental, giving it a darker-
than-black appearance. Anything that passes this threshold is STR DEX CON INT WIS CHA
crushed by the black hole elemental's incredible gravitational 18 (+4) 14 (+2) 15 (+2) 16 (+3) 10 (+0) 12 (+1)
field.
Damage Resistances bludgeoning, piercing, slashing
Black Hole Elemental from nonmagical attacks

Large elemental, neutral Damage Immunities radiant
Senses darkvision 60 ft., passive Perception 10
Armor Class 15 (natural armor) Languages Celestial, Ignan
Hit Points 126 (12d10 + 60) Challenge 5 (1800 XP)
Speed 30 ft., fly 30 ft.
Standing Leap. The hooded nebula’s long jump is up to
STR DEX CON INT WIS CHA 30 feet and its high jump is up to 30 feet, with or
20 (+5) 11 (+0) 20 (+5) 5 (–3) 10 (+0) 5 (–3) without a running start.
Solar Sail. Whenever the hooded nebula is subjected to
Damage Resistances bludgeoning, piercing, slashing radiant damage, it takes no damage and instead can
from nonmagical attacks immediately move up to half its speed.

Damage Immunities poison, radiant Actions
Condition Immunities exhaustion, grappled, paralyzed,
Multiattack. The hooded nebula makes two attacks: one
petrified, poisoned, prone, restrained, unconscious with its bite and one with its claws.
Senses darkvision 60 ft., passive Perception 10 Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Languages Celestial, Terran target. Hit: 17 (2d12 + 4) piercing damage.
Challenge 5 (1800 XP) Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.
Immeasurable Density. The elemental is composed of Deadly Leap. If the hooded nebula jumps at least 15 ft.
extremely densely packed matter, forming a crushing as part of its movement, it can then use this action to
field around it. When a creature moves within 10 feet of land on its feet in a space that contains one or more
the elemental or starts its turn within the 10 feet of the other creatures. Each of those creatures must succeed
elemental, that creature takes 16 (3d10) bludgeoning on a DC 15 Strength or Dexterity saving throw (target's
damage. Additionally, a creature within 10 feet of the choice) or be knocked prone and take 14 (3d6 + 4)
elemental must spend 2 feet of movement for every 1 bludgeoning damage plus 14 (3d6 + 4) slashing
foot it moves away from the it. damage. On a successful save, the creature takes only
half the damage, isn't knocked prone, and is pushed 5
Actions ft. out of the hooded nebula's space into an unoccupied
space of the creature's choice. If no unoccupied space
Multiattack. The elemental makes two slam attacks. is within range, the creature instead falls prone in the
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one hooded nebula's space.
target. Hit: 11 (2d10 + 5) bludgeoning damage. Gleam (Recharge 4-6). The hooded nebula fans open its
Gravitational Pull (Recharge 4-6). Each creature within 30 hood, releasing a blast of light in a 30-foot cone. Each
feet of the elemental must succeed on a DC 16 creature in the area must make a DC 13 Constitution
Strength saving throw or be pulled up to 15 feet toward saving throw. On a failure, a target takes 18 (4d8)
it. radiant damage and is blinded until the end of its next
turn. On a success, a target takes half as much damage
and is not blinded.

PART 5 | CREATURES

52

Astrid Astrid
Spacefaring genies that live among the stars, the astrid are
tall and slender, with pale skin that glows softly of starlight. Large elemental, lawful neutral
Crowned with shining gold and silken ribbon, they fly through
the sky in a graceful cosmic dance, leaving a trail of stardust Armor Class 17 (natural armor)
behind them as they pass. Hit Points 200 (16d10 + 112)
Speed 40 ft., fly 60 ft.
Capricious Twinkle. Among the stars, the astrid rarely
receive visitors. As such, their tendencies as hosts are rather STR DEX CON INT WIS CHA
peculiar. Bearing little concept of wealth, morality, and 12 (+1) 22 (+6) 24 (+7) 16 (+3) 16 (+3) 20 (+5)
ownership, an astrid may presume that artifacts and objects
brought before it by its visitors are intended as gifts, and will Saving Throws Int +7, Wis +7, Cha +9
not hesitate to take hold of anything that catches its eye. Damage Immunities radiant
Senses darkvision 120 ft., passive Perception 13
Hunter of Stars. The denizens of the stars alongside the Languages Celestial, Ignan
astrids know better than to trifle with the pale genies. Challenge 11 (7200 XP)
Powerful archers wielding bows of light, with the ability to
blink across the sky in chase, the astrid are formidable Elemental Demise. If the astrid dies, its body
hunters. Astrid rarely engage with the other genies, preferring disintegrates in a burst of light, leaving behind only
the isolation of space. equipment the astrid was wearing or carrying.
Spacefaring. The astrid doesn't need to breathe.
Shine Bright. Playful and luminescent, astrids leap and Innate Spellcasting. The astrid's innate spellcasting ability
bound across the night sky, performing a cosmic dance to any is Charisma (spell save DC 17, +9 to hit with spell
stargazers below. From a distance, the dancing lights pose a attacks). It can innately cast the following spells,
spectacular show. For those up close, however, the bright requiring no material components:
lights and stray arrows of the astrid's dance can pose At will: dazzling gleam, detect magic, ultraviolet pulse
hazardous. 3/day: lucky stars, tongues, guiding light, field of stars
1/day: conjure elemental (star elemental only), crown of
  stars, plane shift, quasar, wall of light

Variant: Genie Powers Actions

Genies have a variety of magical capabilities, Multiattack. The astrid makes three longbow attacks.
including spells. A few have even greater powers Longbow. Ranged Weapon Attack: +10 to hit, range
that allow them to alter their appearance or the 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing
nature of reality. damage plus 4 (1d8) radiant damage.
Blinding Teleport. The astrid releases a burst of light, and
Disguises. Some genies can veil themselves in then magically teleports, along with any equipment it is
illusion to pass as other similarly shaped creatures. wearing or carrying, up to 120 feet to an unoccupied
Such genies can innately cast the disguise self spell space it can see. Each creature within 30 feet of the
at will, often with a longer duration than is normal astrid when it teleports must succeed on a DC 17
for that spell. Mightier genies can cast the true Constitution saving throw or be blinded until the end of
polymorph spell one to three times per day, the astrid's next turn.
possibly with a longer duration than normal. Such
genies can change only their own shape, but a rare
few can use the spell on other creatures and
objects as well.

Wishes. The genie power to grant wishes is
legendary among mortals. Only the most potent
genies, such as those among the nobility, can do so.
A particular genie that has this power can grant one
to three wishes to a creature that isn't a genie.
Once a genie has granted its limit of wishes, it can't
grant wishes again for some amount of time
(usually 1 year). and cosmic law dictates that the
same genie can expend its limit of wishes on a
specific creature only once in that creature's
existence.

To be granted a wish, a creature within 60 feet of
the genie states a desired effect to it. The genie can
then cast the wish spell on the creature's behalf to
bring about the effect. Depending on the genie's
nature, the genie might try to pervert the intent of
the wish by exploiting the wish's poor wording. The
perversion of the wording is usually crafted to be to
the genie's benefit.

PART 5 | CREATURES 53

When the blazing sun is set,
And the grass with dew is wet,
Then you show your little light,
Twinkle, twinkle, all the night.
Then the traveler in the dark
Thanks you for your tiny spark,
He could not see where to go
If you did not twinkle so.
In the dark blue sky you keep,
And often through my curtains peep,
For you never shut your eye
Till the sun is in the sky.
As your bright and tiny spark
Lights the traveler in the dark,
Though I know not what you are,

— Twinkle, twinkle, little star

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