b'Star Incarnate \n'b'  Huge   celestial ,  lawful good  \n'b'  Armor Class  22 (natural armor)  Hit Points  261 (18d12 + 144)  Speed  40 ft., fly 60 ft.\n'b' STATS STR: 24 (+7) DEX:  14 (+2)  CON:  26 (+8)  INT:  29 (+9)  WIS:  29 (+9)  CHA:  29 (+9)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  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) \n'b' SPECIAL TRAITS \n'b'\n'b'  Blessed Weapons . The star incarnate\xe2\x80\x99s 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 ). \n'b'  Celestial  Arcana  (7/Day) . The star incarnate can cast any spell of 8th level or lower requiring no components. The spell\xe2\x80\x99s casting time must be equal to or shorter than 1 action, and the spellcasting ability for such spells is  Charisma . \n'b'  Celestial Recall . The star incarnate perfectly remembers the life of all mortals. \n'b'  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. \n'b'  Immutable Form . The star incarnate is immune to any spell or effect that would alter its form. \n'b'  Magic Resistance . The star incarnate has advantage on saving throws against spells and other magical effects. \n'b'  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\xe2\x80\x99s 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. \n'b'\n'b' ACTIONS \n'b'\n'b'  +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. \n'b'  Starray .  Ranged Spell Attack : +16 to hit, range 100/300 ft., one target.  Hit : 35 (3d12 + 16) radiant damage. \n'b'\n'b' ABOUT \n'b' 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. \n'b'  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. \n'b'  Divine Creation . A star incarnate doesn\xe2\x80\x99t require food, drink, or sleep. \n'b'  Keeper of Fate . While seers use stars to uncover the future\xe2\x80\x99s 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. \n'b'  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.'