Fearsome Presence. Any non-Arqu'assu' creature that starts its turn within 60 feet of the Arqu'assu', and can see it or the light or darkness manifested by its fey step, must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened of the Arqu'assu' 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. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to any Arqu'assu's Fearsome Presence for the next 24 hours.
Magic Resistance. The Arqu'assu', like other eladrin, have advantage on saving throws against spells and other magical effects.
Fey Step (Recharge 4-6). As a bonus action, the Arqu'assu' can teleport up to 60 feet to an unoccupied space it can see. It leaves a 5 foot cube of darkness in its wake that remains until the end of its next turn, and an area with a 5 foot radius of the point where it ends the fey step is lit with bright light until the end of its next turn.
Multiattack. The Arqu'assu' makes two weapon attacks, against creatures or objects.
Squ'irr (curved Longsword). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage if wielding one-handed or 15 (2d10+4) slashing damage if wielding two-handed, plus 9 (2d8) fire damage.
Steel-Fire=Bow (exotic Longbow). Ranged Weapon Attack: +9 to hit, range 300/1200 ft., one target. Hit: 14 (2d8 + 5) piercing damage, plus 9 (2d8) fire damage. Projectiles are created upon preparation to fire and disintegrate at the end of the Arqu'assu's turn.
Enter the description for how bonus actions work for your monster here.
Reaction Name. The Arqu'assu' adds 3 to its AC against one melee attack that would hit it. To do so, it must see the attacker and be wielding a melee weapon.
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'rat' World Setting: In S'efes-Ti, among the Lords of the Flame that reign the volcanic wastes, the Red and Gold Serpentine Dragon Lord, Ophidentoron, is greatest in his power, cunning and ruthlessness. His agents scour the world for potential warriors and agents to add to his forces, creatures born to the flame or ready to be adapted to it. As rare as Summer Eladrin may be, they are readily sought after by these agents for the purposes of being transformed into Arqu'assu', the warriors of the Steel-Fire-Bow. Through unknown alchemical, surgical, arcane and profane methods, Ophidentoron melts their resolve, forges it to his liking and a steely resolve to follow his bidding. In the process, their power in the ways of the infernal flame grows and even their kin see them as something to be feared. They become more powerful for all this transformation, but they are also taught the power of the bright flame, the protection of the darkest smoke, and the distraction of sulfur and caustic spray.
Setting Neutral: The Arqu'assu', regardless of their creation method, tend to have dusky red skin set off with jewel-like golden hair, nails and eyes. Some few have brass-golden skin and auburn hair with solid black eyes. They all have pupils that are mildly luminescent and draconic in appearance, as well as slightly elongated limbs, nails and fangs. In personality, they have become loyal to their masters, but ever seeking their own fame, wealth or power, often behind the smokescreen of some pseudonym. Their actual methods tend toward trying to convince anyone who seems to need to know that they are eladrin pilgrims or merchants on the road to their next stop, all the while looking for ways to closing in on their master's objectives and furthering their own goals. They will usually begin combat, when they feel it is needed, as great distance and over just enough time to whittle down the strength of their enemies, only closing in to finish the job, collect proof of completion, and loot corpses and belongings for valuables. If caught off guard, they will tend to do some small amount of damage or distracting, gain distance and begin a game of cat and mouse, switching to ranged combat, cover and fey steps.
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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