Bestiary · Celestial

Mythar

The Mythar are a rare celestial people, survivors bonded to the Hosts of Helion, who serve the Aurelion Ascendancy as envoys, magistrates and guardians of its holy ground. A Mythar arrives with the terms already settled and fights with a rapier of light against those who dispute them.

Aurelion Ascendancy
Mythar, drawn at Medium scale
Physiology
Celestial, Humanoid
Size
Medium
Speed
30 ft.
Armor class
16
Hit points
90 (12d8 + 36)
Proficiency
+3
  • STR 13 +1 save +1
  • DEX 17 +3 save +3
  • CON 16 +3 save +3
  • INT 16 +3 save +3
  • WIS 17 +3 save +6
  • CHA 19 +4 save +7
Skills
Deception +7 , Insight +6 , Persuasion +7 , History +6
Passive Perception
13
Senses
darkvision 60 ft.
Languages
Common, Mythar, Low Aurelian
Damage resistances
radiant, psychic
Found in
Settlement , Station Interior , The Flux

Equipment

Spells

Channels with CHA. Save DC 15, spell attack +7 .

An envoy casts nothing that leaves a record the other party could produce later.

Traits

  • Reads the Room

    The Mythar knows the emotional state and immediate intent of every creature within 30 feet that it can see.

Actions

  • Light Rapier

    +6 to hit · Rapier · reach 5 ft.

    1d8 + 3 piercing damage

    The Mythar makes two attacks with this action.

  • Command Presence

    DC 15 Wisdom save

    On a failed saving throw, one creature within 60 feet spends its next turn doing what the envoy suggests. The suggestion must be a reasonable one.

  • Correct the Record Reaction

    DC 15 Charisma save

    When a creature within 30 feet makes a decision the envoy's brief did not allow for, that creature makes a Charisma saving throw or must instead take the action the envoy names, provided it is not directly self-destructive.