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Aura of Enchantment: Auroraxia's mere presence exudes an enchanting aura that can cause creatures to become entranced and fall under her spell. Any creature that starts its turn within 30 feet of Auroraxia must make a Wisdom saving throw (DC XX) or be charmed by her for 1 minute. While charmed, the creature is compelled to dance and follow Auroraxia's commands to the best of its ability. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
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Crimson Pool: Auroraxia's domain is an endless pool of blood, which she can manipulate at will. As a bonus action, Auroraxia can cause the blood to surge and rise up, creating difficult terrain in a 20-foot radius around her. Creatures that start their turn in the blood pool must make a Constitution saving throw (DC XX) or take 3 damage. Creatures that take damage from the blood pool become coated in blood, making them easier to hit. Attacks against coated creatures have advantage until the start of the creature's next turn.
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Dance of Death: Auroraxia is a skilled dancer, and her movements can be deadly. Whenever Auroraxia moves at least 10 feet in a straight line toward a creature, she can make a melee attack with her hair tendrils as a bonus action. On a hit, the target takes X (insert damage type) damage and must make a Dexterity saving throw (DC XX) or be knocked prone.
Multiattack. Auroraxia makes two melee attacks.
Blood Dance. Auroraxia starts to dance, and all creatures within 30 feet of her must make a Wisdom saving throw or be charmed by her. While charmed, the creature must use its action each turn to dance along with Auroraxia and cannot move away from her unless compelled to do so by magic.
Blood Whip. Auroraxia lashes out with a whip made of blood, making a melee attack against a target within 10 feet of her. On a hit, the target takes damage and is restrained until the end of its next turn.
Blood Mist. Auroraxia releases a cloud of blood mist in a 20-foot radius around her. All creatures in the area must make a Constitution saving throw or take poison damage and be blinded until the end of their next turn.
Corrupting Touch. Auroraxia makes a melee attack against a creature within 5 feet of her. On a hit, the target takes necrotic damage and must make a Constitution saving throw or be cursed with corruption. A creature that is cursed in this way has disadvantage on all ability checks and attack rolls, and takes additional necrotic damage at the start of each of its turns until the curse is removed.
Dance of the Damned (1/day). Auroraxia unleashes a frenzied dance that compels all creatures within 60 feet of her to join in. Each creature within range must make a DC 25 Wisdom saving throw or be charmed by Auroraxia and compelled to dance for 1 minute. While dancing, creatures take 5d10 psychic damage at the start of their turn, and they can't take actions or bonus actions other than moving in a dance. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once used, this action can't be used again until Auroraxia completes a long rest
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Legendary Actions: Auroraxia can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Auroraxia regains spent legendary actions at the start of her turn.
- Hemorrhage: Auroraxia causes a target that is already coated in blood to bleed profusely, dealing X (insert damage type) damage.
- Whiplash: Auroraxia flicks her hair at a target within 10 feet, making a melee attack that deals X (insert damage type) damage on a hit.
- Dance of Death: Auroraxia moves up to her speed and makes a melee attack with her hair tendrils.
Description
In their corrupted form, Auroraxia's once-beautiful body appears twisted and contorted, as if being consumed from within by some malevolent force. Their once-flowing hair now appears to writhe and lash out like a nest of serpents, while their once-graceful limbs have become sinewy and twisted, their fingers elongated and ending in razor-sharp talons. Their once-sparkling eyes have turned a sickly green and glow with an otherworldly malevolence, and their voice echoes with a haunting, otherworldly timbre. As they dance amidst the blood-soaked ground of their domain, their movements are jerky and spasmodic, as if they are being controlled by some unseen force, and those who witness their terrible beauty are filled with a sense of both awe and dread.
Lair and Lair Actions
Lair Actions: On initiative count 20 (losing initiative ties), Auroraxia takes a lair action to cause one of the following effects:
Dance of the Damned: Auroraxia forces all creatures in her domain to make a Wisdom saving throw (DC 25) or become charmed and compelled to dance for 1 minute. While dancing, affected creatures cannot take any actions other than moving and dancing, and are considered prone. They repeat the saving throw at the end of their turn, ending the effect on a success.
Lair Description: Auroraxia's domain is a dark, infinite void filled with a constant mist that obscures visibility. The ground is an endless pool of blood, only about half an inch deep, which shimmers under the light of a full moon hanging high above. Auroraxia's silhouette dances on the horizon, never drawing closer, and always just out of reach. The sound of her steps echoes throughout the domain, and the occasional whisper of her voice can be heard on the wind. Any creature that enters the domain is compelled to dance along with Auroraxia, lost in the beauty of the cursed dance.
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