Aura of Tranquility. The Allurite has a 10-foot aura centered on themselves while they remain conscious. When a creature attempts to move through the aura, they must make a DC 16 Wisdom saving throw. On a failure, their speed drops to 0 for the remainder of this turn, and they are unable to enter the aura for the remainder of this turn. On a success, they are immune to the effect of the aura until the Allurite uses their Ward action. If a creature attempts to attack the Allurite from outside of the aura, the must roll against an AC of 18: the armor class of the aura.
Innate Spellcasting. The allurite's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no components:
At will: charm person, friends, calm emotions, vicious mockery, bane
3/day each : cure wounds, hypnotic pattern, speak with plants,
1/day each: otto's irresistible dance, dominate person, major image, contagion
Multiattack. The allurite can make two attacks: two with its slap, or one with its slap and wink.
Slap. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 creature. Hit: 1 (1d4 - 2) bludgeoning damage and 7 (1d12) poison damage.
Wink. RangedWeapon Attack: +9 to hit, range 30/90 ft., 1 target. Hit: 12 (2d8 + 5) psychic damage.
Ward [Recharge 5-6]. The allurite reactivates it's aura of tranquility, and nullifies any creature's immunity to its effects.
Description
The allurite is a fey-touched imp that resides near very strong fey regions on the material plane or within the Feywild. Their small sizes and adorable features make them appear to all other creatures to be "quite adorable". They have a light fur on their bodies, and their wings are hybrid between angelic and demonic in style.
Comments