Presence of Euphoria. Any creature within 60 ft of Aoibhneas must make a Wisdom saving throw DC 18 (in combat), DC 25 (out of combat). On a failed saving throw the creature immediately becomes overcome with an intense feeling of joy. This feeling makes any that failed become immediately friendly to the demigod.
Spellcasting. Aoibhneas is a 9th level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). Aoibhneas has the following spells prepared:
Cantrips (at will): Chill Touch, Mage Hand, Prestidigitation
1st level (4 slots): Command, Sleep, Sanctuary
2nd level (3 slots): Suggestion, Calm Emotions, Mind Spike
3rd level (3 slots): Fear, Major Image, Hypnotic Pattern
4th level (3 slots): Aura of Life, Compulsion, Amplify Emotion
5th level (1 slot): Synaptic Static
Multiattack. Aoibhneas uses his Presence of Euphoria and can then make two attacks if he chooses.
Frostbrand Longsword. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 8 (1d8 + 4) one handed 10 (1d10 + 4) two handed slashing damage and 3 (1d6) cold damage
Discordant Melody. Ranged Weapon Attack: +12 to hit, range 60/200 ft., 1 target. Hit: 19 (2d10 + 8) psychic damage. Any creature within 10 ft. of the intended target takes half the damage dealt to the initial target.
Disarming Smile. As a reaction Aoibhneas can flash a charming smile. When this occurs the opponent has disadvantage on all attacks against Aoibhneas for that turn.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Description
Although Aoibhneas is a demigod he rarely chooses to fight. More often than not he utilizes his spells for the purposes of entertainment, both for himself and others. While being incredibly powerful in his own right being the offspring of the god of Joy and a travelling minstrel has definitely had an impact on his lifestyle choices.
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.
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