Asteray CR 12

XP 19,200
CN Medium fey
Init +10; Senses low-light vision; Perception +22


AC 25, touch 17, flat-footed 18 (+6 Dex, +1 dodge, +8 natural)
hp 150 (20d6+80)
Fort +12, Ref +18, Will +17
DR 15/cold iron; Immune cold, electricity, fire; SR 23


Speed 30 ft., fly 60 ft. (perfect), swim 60 ft.
Melee tail whip +16 (2d10 slashing)
Space 5 ft.; Reach 5 ft. (10 ft. with tail whip)
Special Attacks breath weapon (100-ft. line, 10d8 electricity damage, Reflex DC 21 for half, usable every 1d4 rounds), hallucinatory song
Spell-Like Abilities (CL 12th; concentration +19)

  • At will—spider climb
  • 1/day—confusion (DC 21), phantasmal killer (DC 21)
  • 3/day—arcane sight, charm monster (DC 21), control water, nondetection


Str 11, Dex 23, Con 18, Int 14, Wis 16, Cha 24
Base Atk +10; CMB +10; CMD 27
Feats Agile Maneuvers, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Quicken Spell-Like Ability (charm monster), Skill Focus (Perception), Skill Focus (Stealth), Weapon Finesse
Skills Acrobatics +14, Bluff +24, Diplomacy +15, Escape Artist +18, Fly +17, Knowledge (arcana) +6, Knowledge (nature) +18, Perception +24, Perform (sing) +27, Sense Motive +17, Spellcraft +18, Stealth +27, Swim +31
Languages Aquatic, Common, Sylvan; telepathy 300 ft.
SQ amphibious, no breath, wake rider


Hallucinatory Song (Su)

An asteray’s song can create illusions.

As a standard action, an asteray can create a false image that mimics the mirage arcana spell (CL 12th). Multiple asterays can sing together, increasing the caster level by 1 for each asteray beyond the first for the purposes of determining the spell’s duration, range, and area affected.

Wake Rider (Su)

By touching a boat or sailing ship, an asteray can bond to the wake the vessel leaves as it travels through the water. This allows the fey to match speeds with the vessel and ride along with it without expending a move action as long as the asteray remains within 100 feet.


Environment any aquatic
Organization solitary, pair, or choir (3–12)
Treasure standard

This ghostly white, hairless humanoid has large, luminous eyes in an inhuman shape and small energized antennae arising from its head. Its lower body dissipates into a starry swirl of blue-black energy shot through with tiny silver stars.

Delicate and angelic looking in zero gravity, asterays are a race of vacuum-dwelling fey that ride the solar winds between space debris, asteroid belts, and planetary rings, playing in the dust, dancing in microgravity, and seeking new and beautiful sights. Their bodies consist of little beyond lightweight, flexible bones and the powerful sinews that bind them together, creating a vaguely humanoid upper body and a lower body consisting of a large appendage that absorbs cosmic radiation and grants the fey the ability to propel itself through space.

With elegant forms and diaphanous tails, they appear gentle and welcoming.

Often called “deep angels” for their habit of following ships through the vastness of space to scavenge any discarded treats and pick hulls clean of organic stowaways, asterays can also become menaces. The electronic signals they produce to communicate with one another mimic the sensor signals emitted by most starships, and in the eons that planet-bound creatures have explored their territory, asterays have learned to “sing” false sensor signals, mimicking ships’ distress signals or cloaking navigational hazards such as high-density debris fields. Individual asterays are a danger only to smaller spacefaring vessels, but several working in tandem can lure even well-equipped warships to their doom thanks to their inherent magic. While few of these fey are cruel enough to hunt humanoids for food, they hold few qualms about eating whatever remains after a frightened crew ejects from a incapacitated starship, including the corpses of any fallen.

Section 15: Copyright Notice

Mechanical Monsters © 2023, Legendary Games; Authors: Jason Nelson, Tom Phillips, Mike D. Welham, Matt Goodall, Alex Riggs, Matt Daley.

scroll to top