Alien Mind. If a creature tries to read Aurelia's thoughts while she is a vessel for Dyrnn, or deals psychic damage her, that creature must succeed on a DC17 Intelligence saving throw, or be stunned untill the end of their next turn.
Magic Resistance. The awakening of Dyrnn's essence lends Aurelia parts of his power. She has advantage on saving throws against spells and other magical effects.
Legendary Resistance(3/Day). If Aureilia fails a saving throw, it can choose to succeed instead.
Telekinesis. Aurelia can telepathically move objects and matter around her weighing no more than 25kg.
Innate Spellcasting (Psionics). Aurelia has access to innate spellcasting with ability Intelligence (spell save DC 17). She can innately cast the following spells, requiring no components:
At will: detect thoughts, levitate, weapon of aeor
1/day each: dominate monster, teleport (self only)
Spellcasting. Aureillia, the Vessel of Dyrnn is a 14th-level spellcaster. Its spellcasting ability is Intelligence (save DC 17, +10 to hit with spell attacks). The vessel has the following spells prepared:
Cantrips (at will): fire bolt, shocking grasp, light, lightning lure, mind sliver
1st level (4 slots): detect magic, disguise self, shield, ice knife
2nd level (3 slots): maximilian's earthen grasp, invisibility, mind spike, phantasmal force
3rd level (3 slots): fear, counterspell, sending
4th level (3 slots): ice storm, conjure dream dwellers
5th level (2 slots): telekinesis, geas
6th level (1 slot): Congeal Formless Spawn
7th level (1 slot): nuclear chaos
Screams of Unseen Ghosts. Aurelia targets a creature within mellee range and lets them in her mind. It has to succeed a DC 16 Intelligence saving throw or take 31 (6d8+4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Mind Blast (Recharge 5–6). Aurelia magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 14 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Enthrall. Aurelia targets a creature that she can see within 30ft of her. That creature has to succeed on a DC14 Intelligence saving throw or become charmed by her. While charmed in this manner, she can directly communicate with that creature and command it. The creature sees her as its overlord, and obeys any commands as given, ignoring any harm it might incure in the process.
Command Thralls. Aurelia can send a telepathic command to any one creature she has enthralled. That creature has to obey that new command. Upon completing that command, it returns to any previous command given to it.
Aurelia can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a ttime and only at the end of another creature's turn. Aurelia regains spent legendary actions at the start of her turn.
Cast Cantril. Aurelia casts one cantril in her prepared spells list.
Cast Spell (Costs 2 Actions). Aurelia casts a leveled spell of 4th level or lower.
Mind Blast (Costs 3 Actions). Aurelia uses her mind blast action, causing a new recharge to take place if it was inactive.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/28/2021 1:03:19 PM
|
3
|
1
|
--
|
Coming Soon
|
Comments