Special Equipment. Aurmak wears +3 leather armor, a hat of disguise, a amulet of proof against detection and location, a cloak of invisibility, a eyes of the eagle, and a ring of mind shielding. He wields a +3 glaive and a hellfire longbow, also he carries a portable hole.
Evasion. If he is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Aurmak instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He can’t use this trait if he’s incapacitated.
Fey Ancestry. Aurmak has advantage on saving throws against being charmed, and magic can’t put him to sleep.
Master Attuner. Aurmak can attune to up to five magic items, and he can attune to magic items that normally require attunement by a sorcerer, warlock, or wizard.
Suave Defense. While Aurmak is wearing light or no armor and wielding no shield, his AC includes his Constitution modifier.
Multiattack. Aurmak makes three attacks with his +3 glaive or unarmed strikes or two attacks with hellfire longbow.
+3 Glaive. Melee Weapon Attack: +14 to hit, Reach 10 ft., one target. Hit: 14 (1d10 + 9) slashing damage.
Unarmed Strikes. Melee Attack: +11 to hit, Reach 5 ft., one target. Hit: 10 (1d8 + 6)
Hellfire Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Aurmak can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Aurmak regains spent legendary actions at the start of his turn.
Quick Step. Aurmak moves up to his speed without provoking opportunity attacks.
Legendary Resistance. Once each round, if Aurmak fails a saving throw, he can choose to succeed instead.
Attack (Costs 2 Actions). Aurmak makes one attack with his +3 Glaive or two attacks with hellfire longbow.
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