Medium Elemental, Unaligned
Armor Class 15
Hit Points 21 (3d6 + 3)
Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
5 (-3)
WIS
1 (-5)
CHA
1 (-5)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire
Senses Passive Perception 10
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Glowing Form: Auraminis glow with bright light in a 10ft bright radius and a 10ft dim radius beyond that.

Actions

Armblade. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 9 (1d8 + 4) slashing damage + 4 (1d6) 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

Auraminis are smaller versions of their creator, the Auramus. They only really are used as canon fodder and are just used to slow the enemy down. They follow only the commands of their creator and don't do anything if they're left with no commands.

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.

FeywildRanger

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