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
- 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.
- At will Comprehend Languages , Detect Thoughts , Message , Minor Illusion
- 2/day each Charm Person , Suggestion , Zone of Truth
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.