b'Starlight Sentinel \n'b'  Huge   mythic construct ,  lawful neutral  \n'b'  Armor Class  26 (natural armor)  Hit Points  1,426 (92d12 + 828)  Speed  40 ft., fly 120 ft.\n'b' STATS STR: 28 (+9) DEX:  18 (+4)  CON:  28 (+9)  INT:  14 (+2)  WIS:  26 (+8)  CHA:  6 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Str  +18,  Dex  +13,  Con  +18,  Int  +11,  Wis  +17,  Cha  +7  Skills   Insight  +17,  Nature  +21,  Perception  +26  Damage Immunities  cold, poison, radiant; bludgeoning, piercing, and slashing damage from non-Epic creatures  Condition Immunities   charmed ,  exhaustion ,  frightened ,  grappled ,  incapacitated ,  paralyzed ,  petrified ,  poisoned ,  prone ,  stunned ,  unconscious   Senses  truesight 120 ft., passive  Perception  36 \n'b' Language understands Druidic but can\xe2\x80\x99t speak  Challenge  Mythic 2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Celestial Form . The starlight sentinel is immune to any effect that would attempt to change its form, and its attacks are magical. \n'b'  Celestial Order . The starlight sentinel is one creature but has four independent parts, each of which takes the form of a different animal: elk, serpent, crane, and tiger. Each form is composed of hundreds of tiny stars and is considered a Huge creature for the purposes of determining the space it occupies. Each form has its own  actions  and abilities, but because they are extensions of the sentinel\xe2\x80\x99s body, they use its traits and statistics. Each animal form is completely immune to damage, hostile effects, and other abilities unless the sentinel chooses otherwise or is in possession of the prime star (see \xe2\x80\x9cPrime Star\xe2\x80\x9d in the sentinel\xe2\x80\x99s \xe2\x80\x9cMythic Actions\xe2\x80\x9d section). If the forms are disrupted or somehow affected by a hostile source while not in possession of the prime star, they immediately recover from those effects. Each animal form acts on a specific  initiative  count (rather than rolling for  initiative ): crane on  initiative  count 16, tiger on  initiative  count 12, elk on  initiative  count 8, and serpent on  initiative  count 4. At all times, at least one form is in the possession of the prime star, which is the sentinel\xe2\x80\x99s essence. While an animal form is in possession of this essence, it is vulnerable, losing the aforementioned defensive properties conferred by this feature. If an animal form not in possession of the prime star is ever farther than 300 feet from the prime star, the form instantly dissipates, reforming in the closest unoccupied space adjacent to the prime star at the end of its next  initiative  count. When the sentinel is slain, the animal forms dissipate. \n'b'  Innate Spellcasting . The starlight sentinel\xe2\x80\x99s spellcasting ability is  Wisdom  (spell save DC 25, +17 to hit with spell attacks). If a spell requires concentration, the starlight sentinel does not need to maintain concentration to maintain the spell\xe2\x80\x99s effects for its duration. The starlight sentinel elk animal form can innately cast the following spells, requiring no material, somatic, or verbal components:\n'b'\n'b'\n'b'  At will  (cast as a 6th-level spell): destructive wave,  dispel magic ,  locate creature ,  moonbeam ,  scrying  \n'b'  3/day :  antipathy/sympathy ,  storm of vengeance ,  sunburst  \n'b'  1/year :  wish  \n'b'\n'b' MYTHIC ACTIONS \n'b' On  initiative  count 20 (losing  initiative  ties), the sentinel takes a mythic action to cause one of the following effects. The sentinel can\xe2\x80\x99t use the same effect two rounds in a row. \n'b'\n'b'  Prime Star . The prime star moves from its current animal form to another form of the sentinel\xe2\x80\x99s choice. When an animal form comes into possession of the prime star, the damage of the sentinel\xe2\x80\x99s Starfall mythic action increases by 9 (2d8) radiant damage, to a maximum of 90 (20d8). This increased damage is lost when the sentinel finishes a short or long rest. \n'b'  Starfall . Stars begin to rain down around the sentinel in 1-mile radius centered on the sentinel. Creatures beneath the open sky in the area take 27 (6d8) radiant damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Each animal form possesses its own  actions  and abilities. \n'b'\n'b' Crane Actions \n'b'\n'b'  Multiattack . The crane makes two wing attacks. \n'b'  Heavenly Lightning (Only If in Possession of the Prime Star) . The crane creates a bolt of lightning that arcs toward a creature it can see within 300 feet, which must succeed on a DC 25  Dexterity  saving throw or take 77 (14d10) lightning damage, and the bolt arcs toward another creature the crane can see within 300 feet, which is subjected to the bolt\xe2\x80\x99s aforementioned effects. On a successful saving throw, the lightning damage is halved and the bolt does not hit an additional creature. The crane cannot target the same creature twice in a single turn with this feature. \n'b'  Wing Attack .  Melee Weapon Attack : +13 to hit, reach 10 ft., one target.  Hit : 19 (3d6 + 9) bludgeoning damage. If the target is a creature, it is pushed 30 feet away from the crane. \n'b'  Wing Blast . The crane beats its wings and creates a line of strong wind 60 feet long and 15 feet wide in a direction of its choice. Each creature in that line must succeed on a DC 25  Strength  saving throw or be pushed to the end of the line. This movement provokes attacks of opportunity from the sentinel\xe2\x80\x99s other animal forms within reach. \n'b'\n'b' Tiger Actions \n'b'\n'b'  Multiattack . The tiger takes the  Dash  action and makes two attacks. \n'b'  Bite .  Melee Weapon Attack : +18 to hit, reach 5 ft., one target.  Hit : 36 (5d10 + 9) piercing damage. \n'b'  Claw .  Melee Weapon Attack : +18 to hit, reach 15 ft., one target.  Hit : 19 (3d6 + 9) slashing damage. If the target is a creature it must succeed on a DC 25  Strength  saving throw or be knocked  prone . \n'b'  Roar of Vengeance (Only If in Possession of the Prime Star) . The tiger roars and can be heard up to 1 mile away. Each creature that can hear the roar must succeed on a DC 25  Wisdom  saving throw or drop anything they are holding, fall  prone , and remain  prone  until the end of their next turn. \n'b'\n'b' Elk Actions \n'b'\n'b'  Arboreal Conversion (Only If in Possession of the Prime Star) . The elk casts the Epic spell arboreal metamorphosis at tier 1. \n'b'  Tranquility (Recharge 5\xe2\x80\x936) . The elk emits of wave of pacifying energy. Each enemy creature within 300 feet of the elk must succeed on a DC 25  Charisma  saving throw or have its corporeal form banished to a realm of tranquility. While banished in this way, a creature\xe2\x80\x99s speed is 0 and it is  incapacitated . At the end of its next turn, a creature reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. \n'b'\n'b' Serpent Actions \n'b'\n'b'  Constrict .  Melee Weapon Attack : +18 to hit, reach 5 ft., one creature.  Hit : 36 (6d8 + 9) bludgeoning damage and the target is  grappled  (escape DC 25). Until the grapple ends, the creature is  restrained  and the serpent can\xe2\x80\x99t constrict another target. If the serpent successfully hits a creature it is grappling with this  attack , it scores a critical hit. \n'b'  Noxious Bite (Only If in Possession of the Prime Star) .  Melee Weapon Attack : +18 to hit, reach 15 ft., one target.  Hit : 44 (10d6 + 9) piercing damage and 35 (10d6) poison damage. If the target is a creature, it must succeed on a DC 25  Constitution  saving throw or become  poisoned . While  poisoned  in this manner, the creature cannot benefit from non-Epic spells or magical effects.'