Special Trait Name. flying: The creature can fly when in danger spellcasting. The aura guard is a 4-level spellcaster. Its spellcasting ability is wisdom (spell save DC 12, +5 to hit with spell attacks). The aura guard has following cleric spells prepared:
Cantrips (at will): light, mending
1st level (# slots):fog cloud , shield of faith
Action Name. Attack
Action Melee Attack. sword+5hit:10(20d + 5)slashing 2
Action Ranged Attack. crossbow+5hit10 range50/120ft (20d + 5)bludegening 5
Reaction Name. parry.The aura guard adds 4 to its AC against one melee attack that would hit it.to do so the aura guard must be wielding a weapon and they must see the attacker.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
a strange mysterious person
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.
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