Skip to content

Carastral

Adversaries Designed by Bard & Raven • Art by Reparatus

Adversary overview

A playful celestial lynx jumping through the starry firmament. Catch one's attention and all your questions will be answered.

Carastrals are celestial beings who enjoy a good play session among the stars. They were once created by a tyrant god as pets. Upon his rightful demise, the Carastrals broke free of their confinement and now roam freely in an infinite playhouse.

When they are not playing around, chasing shooting stars, or hiding in nebulae, they watch, and silently judge, mortal lives. Their long lifespans and seemingly endless memories make them some of the wisest, though most capricious, beings in the universe.

Stat block

Tier
4
Type
Social
Difficulty
19
HP
6
Stress
5
Attack mod
+5
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
25
Major Damage — Mark 2 HP Major
Mark 2 HP
50
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Pounce
Range: Melee
Damage: 4d8+5
Attack Mod: +5
Damage Type: Magical

Features

Passives

  • Starlight Bringer

    The Carastral may be encountered during a clear and starry night or during an important celestial event like a new moon, occultation or szyzygy. The PCs have to succeed on an Action Roll (15) of their choice to catch the Carastral's attention.

  • Guiding Star

    When the PCs first encounter the Carastral, they can try to ask them for guidance for any problem. When they succeed on a Group Presence Roll, the Carastral will grant them a vision containing an answer or start guiding them towards their destination or goal. Start a Sojourner Countdown (4 short distance, 6 normal distance, 8 long distance). The players can easily follow the Carastral's lead but they have to ensure the cat is not getting distracted by more interesting things. They must succeed on Action Rolls (15) of their choice to keep the Carastral's attention. The countdown ticks down accordingly:

    • Critical Success: -3

    • Success w. Hope: -2

    • Success w. Fear: -1

    • Failure: +1

    When the Countdown triggers, the PCs arrive at their destination.

Actions

  • Nap Time
    fear 1

    Spend a Fear to have the Carastral disappear and reappear on the biggest visible celestial object as it has found the perfect place to take a nap. All PCs must mark 6 Stress split among themselves to lure them back or have the Sojourner Countdown tick up by 2.

  • Starry Pounce

    Make a standard attack against a target in Very Far range. On a success, the Carastral pounces into Melee range, deals standard damage and makes the target Starstruck until they succeed on a Presence Roll (16) or the end of the scene. While Starstruck, the target cannot attack or target the Carastral with abilities. Additionally, they must mark a Stress every time they take the spotlight.  

Reactions

  • Shooting Star
    stress 1

    When a PC rolls a Failure with Fear, mark a Stress to catch a literal shooting star. Each PC must succeed on an Agility or Instinct Reaction Roll or take 1d20+10 physical damage as the meteorite impacts near them. Tick up the Sojourner Countdown by 1.

Evolutions

  • Playtime's Over

    When the Carastral marks any amount of HP, they lose their "Guiding Star" and "Nap Time" feature and clear all marked HP. Additionally, they gain the "Starry Pounce" feature and replace their standard damage with 4d12+15. At the end of the scene or when the Carastral marks their last HP, they leave the PCs behind and a Sojourner Countdown ends prematurely. 

Motives & tactics

Pounce Catch The Stars Get Distracted Guide The Lost Take A Nap

Experiences

  • Meowter Space +5
  • I've seen things you people wouldn't believe +4
  • Adamantine Claws +3

Carastral

Tier 4 social

A playful celestial lynx jumping through the starry firmament. Catch one's attention and all your questions will be answered.

Motives & Tactics: Pounce, Catch The Stars, Get Distracted, Guide The Lost, Take A Nap

Difficulty: 19 | Thresholds: 25/50 | HP: 6 | Stress: 5

ATK: +5 | Pounce: Melee | 4d8+5 Magical

Experience: Meowter Space +5, I've seen things you people wouldn't believe +4, Adamantine Claws +3

HP:

STRESS:

Features

Starlight Bringer - Passive: The Carastral may be encountered during a clear and starry night or during an important celestial event like a new moon, occultation or szyzygy. The PCs have to succeed on an Action Roll (15) of their choice to catch the Carastral's attention.
Guiding Star - Passive:
When the PCs first encounter the Carastral, they can try to ask them for guidance for any problem. When they succeed on a Group Presence Roll, the Carastral will grant them a vision containing an answer or start guiding them towards their destination or goal. Start a Sojourner Countdown (4 short distance, 6 normal distance, 8 long distance). The players can easily follow the Carastral's lead but they have to ensure the cat is not getting distracted by more interesting things. They must succeed on Action Rolls (15) of their choice to keep the Carastral's attention. The countdown ticks down accordingly:
  • Critical Success: -3

  • Success w. Hope: -2

  • Success w. Fear: -1

  • Failure: +1

When the Countdown triggers, the PCs arrive at their destination.

Nap Time - Action: Spend a Fear to have the Carastral disappear and reappear on the biggest visible celestial object as it has found the perfect place to take a nap. All PCs must mark 6 Stress split among themselves to lure them back or have the Sojourner Countdown tick up by 2.
Starry Pounce - Action: Make a standard attack against a target in Very Far range. On a success, the Carastral pounces into Melee range, deals standard damage and makes the target Starstruck until they succeed on a Presence Roll (16) or the end of the scene. While Starstruck, the target cannot attack or target the Carastral with abilities. Additionally, they must mark a Stress every time they take the spotlight.  
Shooting Star - Reaction: When a PC rolls a Failure with Fear, mark a Stress to catch a literal shooting star. Each PC must succeed on an Agility or Instinct Reaction Roll or take 1d20+10 physical damage as the meteorite impacts near them. Tick up the Sojourner Countdown by 1.
Playtime's Over - Evolution: When the Carastral marks any amount of HP, they lose their "Guiding Star" and "Nap Time" feature and clear all marked HP. Additionally, they gain the "Starry Pounce" feature and replace their standard damage with 4d12+15. At the end of the scene or when the Carastral marks their last HP, they leave the PCs behind and a Sojourner Countdown ends prematurely. 

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.