Dustriders
Astral Life Ward - While the Scarab is nearby, it emits a aura with a 30 foot radius that stabilizes any allied targets or its summoner if they fall to 0 HP and prevents them from dying while unconscious.
Solar Sphere - Make a moving 5 foot radial sphere that deals 2d4 Radiant Damage to all hostile targets in its path once per turn. The sphere moves with the Scarab on its turn as it rolls the small star. Targets caught in the sphere's rolling area must make a Dexterity saving throw or take damage. Targets struck by this sphere emit bright magical light in a 15 foot radius around them for 3 rounds of combat.
Solar Shield - The Astral Scarab shields itself, temporarily raising evasion by 5 until the start of its next turn. It also stops the spell Magic Missile from damaging the Scarab. It can perform this reaction a number of times equal to the summoner's Proficiency Bonus.
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