A creature that touches the hellstar or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage and 5 (1d10) lightning damage. The hellstar can move through a space as narrow as 5 feet wide without squeezing. The hellstar has advantage on saving throws against spells and other magical effects. All creatures within 1,000 feet of the hellstar must make a DC 21 Dexterity saving throw, taking 27 (5d10) fire damage and 27 (5d10) lightning damage on a failed save, or half as much on a successful one. When the hellstar is reduced to 0 hit points, it immediately perishes in a massive explosion. Senses darkvision 60 ft., passive Perception 17ĭeath Throes. Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacksĭamage Immunities fire, lightning, poisonĬondition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
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