[There is basically no info on these things in the game. They're... from the stars? Usually found in a crater? One's in a mine. And they drop smithing stones that upgrade your weapons. So, I came up with my own theory.]
Fallingstar Beast (CR 14)
Huge Aberration, neutral
Space 15 ft. Reach 10 ft. (15 ft. with tail)
Initiative +3
HP 189 (18d10 +90 Con)
AC 19 (natural armor)
Proficiency Bonus +5
Str 25 (+7) Dex 16 (+3) Con 20 (+5) Int 18 (+4) Wis 16 (+3) Cha 21 (+5)
Saves Dex +8, Con +10, Int +9, Wis +8
Skills Athletics +12, Perception +8
Condition Immunities blind, paralyzed, petrified, stunned
Damage Resistances bludgeoning, piercing, and slashing damage from weapons that aren’t magic or adamantine; poison, radiant
Damage Immunities cold
Senses blindsight 120 ft.; Passive Perception 18
Languages Deep Speech; telepathy 1000 ft.
Speed 60 ft., fly 60 ft.
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Cosmic Flight: The fallingstar beast’s flying speed only functions in areas of low or no gravity. In normal gravity, it is too massive to fly without using Stellar Wanderer.
Stellar Wanderer: The fallingstar beast requires neither food, water, nor air. Over the course of one minute, it can charge enough gravitational power to launch itself through space. Any creature or structure within 100 ft. of the beast when it takes off or lands takes 55 (10d10) bludgeoning damage, with a DC 18 Dexterity saving throw for half damage.
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Actions
Multiattack: The fallingstar beast makes one bite attack and one tail attack. These attacks cannot target the same creature.
Bite +12 melee weapon attack, reach 10 ft., 38 (7d8+7) slashing damage
Tail +12 melee weapon attack, reach 15 ft., 34 (5d10+7) bludgeoning damage
Earth Sling (Recharge 5-6): The fallingstar beast jams its mandibles into the ground and flings earth and stone in a 40 ft. cone. Creatures that are adjacent to the fallingstar beast are unaffected by this action. Other creatures in the area of effect must make DC 18 Dexterity saves or take 49 (9d10) bludgeoning damage. Creatures that succeed take half damage. Three continuous squares within 5 ft. of the fallingstar beast become difficult terrain.
Gravity Beam: The fallingstar beast emits a beam of gravitational force from between its mandibles. Each creature in a 10 feet wide, 90 feet long wide line originating from the fallingstar beast must make DC 18 Strength saving throws or take 27 (5d10) force damage and be pulled 30 ft. closer to the fallingstar beast. Creatures that succeed take half damage and are not pulled.
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Villain Actions
The fallingstar beast has three villain actions. It can take each action once during an encounter after an enemy creature’s turn. It takes villain action 1 during the first round of combat, villain action 2 during the second round, and villain action 3 during the third round.
Villain Action 1: Upheaval: The fallingstar beast briefly reverses gravity at the locations of three creatures it can see. Those creatures must make DC 18 Dexterity saving throws. A flying creature makes this saving throw with advantage. On a success, a creature manages to grab onto something or maintain their position in the air. On a failure, it is flung up to 100 ft. in the air. If some solid object (such as a ceiling) is encountered in this fall, falling creatures strike it just as they would during a normal downward fall. Creatures then fall if they cannot fly, landing prone in their space.
Villain Action 2: Rampage: The fallingstar beast roars and charges. It moves up to its speed in a straight line, minimum 20 ft., without provoking attacks of opportunity, then makes a bite attack at the end of this movement. It may then charge and attack twice more. After the final charge, it can use Gravity Beam instead of making a bite attack.
Villain Action 3: Gravity Slam: The fallingstar beast intensifies gravity in the area 100 ft. around it. All creatures must make DC 18 Strength saving throws. On a failure, a creature takes 44 (8d10) force damage and is pinned to the ground, falling prone and becoming restrained. On a success, it takes half damage. Additionally, until the end of the fallingstar beast’s next turn, flying creatures within 100 ft. of the fallingstar beast automatically fall and cannot fly, and creatures attempting to move within that area must spend twice as much movement to do so.
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Tactics
If you’re gonna have this fight indoors, recommend the ceiling be 50 ft. up so as not to change the damage from the Upheaval villain action. Or you could adjust it if you like. It does 35 (10d6) bludgeoning damage outdoors, 7 (2d6) damage per 10 ft. from floor to ceiling indoors, with a max of 70 (20d6) bludgeoning damage with 100 ft. ceiling. Higher than that, and the damage is the same as outdoors.
Fallingstar beasts are quite intelligent, but also very ornery. Diplomacy may avert a fight with one, but once it is enraged, it will fight to the death.
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Lore
The fallingstar beasts are strange, stoney creatures that feed on metals. They typically live in asteroid fields, jumping from rock to rock and feasting on the ores contained within. Rarely, though, they will find their way to an inhabited planet, typically leaving an impressive crater when they land. There, they will typically be found in mines or other locations rich in metals, and can be extremely destructive to Folk activity. As a result of their diets, their bodies are rich in rare metals, and the beast’s corpse is well sufficient treasure for particularly brave adventurers to hunt them down.










