Medium Humanoid (Half-Dragon), Chaotic Evil
Armor Class 16 (plate)
Hit Points 106 (13d8 + 2)
Speed 30 ft.
STR
14 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
12 (+1)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws STR +4, CON +4
Skills Athletics +5, Perception +2
Damage Resistances Fire
Condition Immunities Frightened
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 12
Languages Common, Draconic
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

OpportunistWhen Aeli avoids damage by AC granted by parrying, he will perform a special unarmed attack. The target must make a Constitution saving throw after taking 1d4+2 damage. On a failed roll, the target is stunned for one turn. If the target succeeds, the monster will take 1d4+2 damage.

Guards. When the players begin the encounter with Aeli, he sits in his throne and does not get out until both of the 2 royal guards in the throne room are dead. When 2 or more guards are in combat, he will deflect all physical attacks, taking only 1 damage per attack, and will absorb all force/magic damage, healing him 2d4 damage

Actions

Multiattack. Aeli makes two halberd attacks. If his sword is drawn, he makes two shortsword attacks and finishes with a magic kick that does no damage but knocks 

Halberd. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:  1d10+2 slashing damage.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6+2  piercing damage.

Warrior's Fire breath. Aeli will leap 20 ft in any direction and will use a unique version of his breath weapon. This breath weapon has a 15 ft long 5ft wide range. . Each creature in that area must make a DC 15 Constitution saving throw, taking 3d6 fire damage and causing the frightened status effect on a failed save, but on a successful save causes frightened status.

Parry. Aeli switches to a defensive stance. +2 AC.

Description

Aeli is a noble warrior who has been corrupted by power. He is a boss in the hombrew campaign, "Dark City Derailed".

Lair and Lair Actions

The monster's lair,  is a dangerous place to be. Every five turns, a guard will be summoned to join the fight. these enemies aren't very powerful, but can swarm the players and can take them down if there are too many guards at once. When 2 guards are in the throne room, the monster will sit back and wait for the players / the guards to die, and gains 3 AC.

Previous Versions

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