Medium Humanoid (Elf), Neutral
Armor Class 21 natural armor
Hit Points 264 (26d12 + 48)
Speed 45 ft.
STR
8 (-1)
DEX
22 (+6)
CON
16 (+3)
INT
20 (+5)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws DEX +11, WIS +8, CHA +7
Skills Perception +7, Stealth +12
Damage Immunities Necrotic, Psychic
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 60 ft., Passive Perception 17
Languages Common, Elvish, Infernal
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Agonizing Fear. King Aust has advantage on his attack rolls if the target is frightened.

Cunning Action. King Aust can take the Disengage, Dodge, or Hide action on his turn as a bonus action.

Fey Ancestry. King Aust has advantage on saving throws against being charmed, and magic can’t put it to sleep.

Hunter of Souls. If a target is reduced to 0 hit points, King Aust regenerates 20 hit points.

Innate Spellcasting. King Aust's innate spellcasting ability is Intelligence (spell save DC 18, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

At will: chill touch (3d8 damage), misty step, poison spray (3d12 damage)

1/day each: bestow curse, chain lightning, phantasmal killer, seeming, steel wind strike

Magic Resistance. King Aust has advantage on saving throws against spells and other magical effects.

Magnificent Misty Step. Any time King Aust casts misty step, he can teleport up to a range of 120 feet or he can instantly teleport up to a creature who is frightened of him.

Weight of Ages. Any beast or humanoid, other than a drow, that starts its turn within 5 feet of Aust has its speed reduced by 15 feet until the start of that creature’s next turn.

Actions

Multiattack. King Aust makes two phantasmal sword attacks or he makes one phantasmal sword attack and casts a spell that requires one action.

Phantasmal Swords. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 6) slashing damage plus 18 (3d8) necrotic damage.

Lair and Lair Actions

King Aust's Haunted Manor of Magnificent Mysteries. King Aust's home is full of surprises including ghosts and undead. When any creature other than drow walk within 200 feet of the castle, they must suceed on a DC 20 Wisdom Saving Throw or become frightened for 1 hour of the castle. While in the throne room, on initiative count 20, one of the following lair actions occurs:

  • Undead rise up from the ground causing everyone to become frightened. Any creature other than drow must make a DC 18 Wisdom Saving Throw or become frightened of King Aust for 1 minute. A creature can make another Wisdom Saving Throw at the end of each of its turns.
  • King Aust casts misty step using his Magnificent Misty Step feature.

Monster Tags: elf

Habitat: UnderdarkUrban

DMBraden

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