Quasar Knight (5e Creature)
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Large aberration, lawful good
Saving Throws Int +5, Wis +7
Brute. A melee weapon deals one extra die of its damage when the quasar knight hits with it (included in the attack).
Rejuvenation. If a quasar knight is slain, it returns to life 1d10 days later on the Astral Plane, regardless of where it died. Only a wish spell may stop this trait from functioning.
Multiattack. The quasar knight makes three melee attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage, or 20 (3d10 + 4) slashing damage if used in two hands.
Frost Gauntlet (Recharge 5-6). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) cold damage.
Mind Ray. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 17 (2d12 + 4) psychic damage.
Quasar knights are superior cousins of comet warriors that wear stronger armour and wield better weapons.
Aberrant Nature A quasar knight doesn't require air, food, or drink.