Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
Common, Deep Speech, telepathy 120'
Resistances & Immunities
Traits
Legendary Resistance (3/Day)
Choose to succeed failed save.
Spiny Defense
A creature that touches the sinstar or hits it with melee attack while within 5 ft. of it takes 10 (3d6) piercing damage and if the target is a Humanoid it must make DC 19 Con save or contract the thrall sickness disease (see the Thrall Sickness trait).
Thrall Sickness
A Humanoid infected with this disease manifests symptoms 1d4 days after infection which include excessive thirst increased desire for exposure to sunlight and the appearance of itchy bumps on the skin. This disease wears down the victim’s psyche while slowly transforming its body. Until the disease is cured at the end of each long rest the infected creature must make a DC 19 Con save. On a failure the creature’s Dex and Int scores are each reduced by 1d4. The reductions last until the infected creature finishes a long rest after the disease is cured. The infected creature dies if the disease reduces its Dex or Int score to 0. A Humanoid that dies from this disease transforms into a star thrall under the complete psychic control of the sinstar that infected it. This otherworldly disease can be removed by the greater restoration spell or similar magic.
Legendary Actions
Detonate Thrall
Orders one of its star thralls to explode. Each creature within 10 ft. of the thrall must make a DC 19 Dex save taking 10 (3d6) bludgeoning damage and 7 (2d6) piercing damage on a failed save or half damage if made.
Spines
Makes one Spines attack.
Teleport
Magically teleports up to 120' to an unoccupied spot it sees.
About Sinstar
Sinstar is a tiny plant with a Challenge Rating of 17. It has a lawful evil alignment.
In combat, this creature maintains an Armor Class of 17 and possesses 275 hit points (derived from 50d4+150).
Sinstar has communication capabilities including Common, Deep Speech, telepathy 120'. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Sinstar
1 tips available
GM Tips: Using Sinstar
When using Sinstar in your D&D 5e campaign, consider these tactical approaches:
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Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.
Player Guide: Facing Sinstar
1 strategies available
Player Guide: Facing Sinstar
When your party encounters this creature, keep these strategies in mind:
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Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 17.
High-Level Solo Encounter:
This creature is too powerful for a single level-20 character. You need 2.0 character(s) at maximum level (20) to face this creature.
Experience Point Thresholds:
- Medium: 30,600 XP
- Hard: 45,900 XP
- Deadly: 61,200 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Sinstar?
- Sinstar has a Challenge Rating of 17, making it appropriate for parties of level 17.0.
- What type of creature is Sinstar?
- Sinstar is a Tiny Plant, which affects how certain spells and abilities interact with it.
- What languages does Sinstar speak?
- Sinstar can communicate in Common, Deep Speech, telepathy 120'.
Related D&D 5e Content
Related D&D 5e Content
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