Fear Aura. Any creature hostile to Aurelius that starts its turn within 20 feet of Aurelius must make a DC 21 Wisdom saving throw, unless Aurelius is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the Aurelius' Fear Aura for the next 24 hours.
Shapechanger. Aurelius can use its action to polymorph into a Dwarf or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to his dwarven form if he dies.
Limited Magic Immunity. Aurelius can’t be affected or detected by spells of 5th level or lower unless he wishes to be. He has advantage on saving throws against all other spells and magical effects.
Legendary Resistance (3/Day). If Aurelius fails a saving throw, he can choose to succeed instead.
Magic Weapons. Aurelius uses The Great Desolate Blood Halberd.
Innate Spellcasting. Aurelius spellcasting ability is Charisma (spell save DC 21). Aurelius can innately cast the following spells, requiring no material components:
At will: bestow curse, Absorb Elements, Dispel Magic
3/day each: soul cage, mirror image,
1/day each: dominate monster, abi-dalzim's horrid wilting
Spirit swarm If Aurelius is reduced to 0 hit points, he doesn’t die or fall unconscious. Instead he releases a spirit swarm and reappears near it's phylactery.
Multiattack. Aurelius makes three attacks: two with its Halberd, and one with its tail or one with its bite.
Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target
can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Halberd. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 8) slashing damage plus 21 (6d6) fire damage.
Tail. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.
Summon Devil (1/Day). Aurelius chooses what to summon and attempts a magical summoning.
Aurelius summons 2d4 bearded devils, 1d4 barbed devils, or one erinyes with no chance of failure.
A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Fiery Explosion (Recharge 5–6). Aurelius creates a magical explosion of fire centered on a point he can see within 120 feet of him. Each creature in a 20-foot-radius sphere centered on that point must make a DC 21 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one.
Steal Life(3/day). Aurelius can use a bonus action to drain vigor from the soul and regain 3d10 hit points.
Borrow Experience(3/day). Aurelius can use a bonus action to bolster himself with the soul’s life experience, making his next attack roll, ability check, or saving throw with advantage.
Soul Cage(3/day). Aurelius casts soul cage
Aurelius 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. Aurelius regains spent legendary actions at the start of his turn.
Attack. Aurelius makes one weapon attack.
Move. Aurelius moves up to its speed without provoking opportunity attacks.
At-Will Magic. Aurelius casts one at-will spell.
Provoke Rage (Costs 3 Actions). Each creature within 60 feet of Aurelius must succeed on a DC 21 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature other then him within reach. If no creatures are within reach, it makes a ranged weapon attack against a random creature within range, throwing its weapon if necessary. This attack is made with advantage and gains a +4 bonus to the damage roll.
Channel Negative Energy (Costs 2 Actions). Aurelius magically unleashes negative energy. Creatures within 60 feet of him, including ones behind barriers and around corners, can't regain hit points until the end of his next turn.
If Aurelius mythic trait is active, he can use the options below as legendary actions for 1 hour after using Bloodpact.
Blood Drinking Seal. Aurelius sends one of fourteen blood seals streaking toward one creature within 120 feet of you. He makes a ranged spell attack +14 to hit,. On a hit, the target takes 24 (4d12) necrotic damage and he regains hit points equal to half the amount of necrotic damage dealt. Whether it hits or misses, the seal is expended.
Lair and Lair Actions
Lair Actions. On initiative count 20 (losing initiative ties) Aurelius can take a lair action to cause one of the following effects. He can’t use the same effect two rounds in a row:
- Wind quickly blows though the lair. A line of strong wind 60 feet long and 10 feet wide blasts from Aureliusin a direction he choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from him in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to him. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
-
A cloud of ash swirls in a 20-foot-radius sphere centered on a point Aurelius can see within 60 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded 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.
- Aurelius chooses one point that it can see, each of which must be on a solid surface, and creates a pillar of fire in a 10-foot-radius circle. The point must be within 60 feet of Aurelius. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) fire damage.
- Aurelius briefly animates statues in his lair. Each statue attacks one creature within 5 feet of it, with a +14 bonus to hit and dealing 10 (3d6) bludgeoning damage on a hit. If a Medium or smaller creature takes this damage, it is also grappled (escape DC 15).
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
3/24/2023 6:43:42 PM
|
7
|
0
|
1
|
Coming Soon
|
Comments