Large Elemental, Unaligned
Armor Class 21
Hit Points 204 (12d10 + 7)
Speed 30 ft., Hypercharge: 45ft
STR
24 (+7)
DEX
14 (+2)
CON
24 (+7)
INT
10 (+0)
WIS
10 (+0)
CHA
5 (-3)
Saving Throws STR +11, CON +11
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Lightning
Condition Immunities Restrained
Senses Passive Perception 12
Languages Primordial https://www.youtube.com/watch?v=-KottBXVBho
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Glowing form: Auramus is made entirely of lava, and so it sheds bright light in a 20ft radius, and dim light 10ft beyond that.

Metalsense: The Auramus is drawn towards large amounts of metal, which it uses to fuel itself and create Auraminis.

Hyper-Charge: When hit with an attack that deals lightning damage, the Auramus becomes energized with the elemental powers that summoned it, and all of its attacks deal an increased 2d10 damage. It also can replicate twice as many Auraminis when using Replicate. It also moves with an increased 15ft speed, and can use Draw Metal at double range.

Explosive escape: When at less than 1/4 health, the Auramus has a 50/50 chance of realizing its own mortality and escaping in an explosive blast that deals 4d12 on a failed saving throw, DC 18, and half on a successful one. This blast will teleport it either to its home plane of fire, or to its summoning location, chosen by the Auramus.

Actions

Replicate: Auramus must first come in contact with a metal of some kind, then it can melt that metal and turn it into an Auramini (see stat block, Auramini)

Draw Metal: The Auramus targets a large or smaller piece of metal within 30ft of it, and absorbs it into its body, regenerating 1d10 hp if it's tiny, 2d10 if it's small, and so on, until large size. It can also choose to use Replicate if the metal is of medium or larger size, and regaining 1d10 hp if the metal is large and it uses Replicate

Multiattack: Auramus makes 2 attacks with its Blazing Greatsword

Blazing Greatsword Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 18 (2d8+8) slashing damage + 9 (1d8+4) fire damage

Lava Hurl RangedWeapon Attack: +6 to hit, range 30/120 ft., 1 target. Hit: 22 (2d10 + 10) fire damage.

Reactions

Fueled Rage: Auramus, when hit with an attack, glows brightly and generates a blast of heat, and any creature within 5ft. of him must make a dexterity saving throw (DC 18) or take 3d6 fire damage

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Auramus is an unintentionally super-charged piece of elemental power that was caused by the industrialization of the world. Its one goal is to consume, grow, and replicate. It was born from the elemental harvesting fires, and the Luxorax let it loose accidentally while feeding on the energy plant. The Auramus is a hulking mass of lava that has melted armors and weapons into itself to create a plating and to get rid of anything in its way. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Urban

FeywildRanger

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