Magic Resistance. Aurelia has advantage on saving throws against spells and other magical effects.
Legendary Resistance (4/Day). If Aurelia fails a saving throw, she can choose to succeed instead.
Multiattack. Aurelia makes four attacks. Two with Maligants Strike, and two with Ulmyrs Chaos Burst.
Maligants Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 11 (2d6 + 5) magical bludgeoning damage. This attack can not suffer from disadvantage, and if Aurelia is within 5 feet of an ally this attack has advantage.
Ulmyrs Chaos Burst. Ranged Weapon Attack: +8 to hit, range 60 ft., 1 target. Hit: 20 (2d10+5) Fire, cold, lightning, acid, poison, or thunder damage. This damage ignores resistances.
Galts Warcry (recharge 5-6). Aurelia releases a commanding shout. Any creature she chooses within 30 ft of her that is not deafened or immune to being charmed must make a DC 18 wisdom save. On a failed save, the creature is considered her ally, will fight for her, and has advantage on their attack rolls while affected by this warcry. Creatures affected by this warcry can repeat the saving throw at the end of each of their turns, ending the effect on a success. (charm effect)
Aurelias Ward. Whenever Aurelia would take damage she can use her reaction to take no damage instead.
Astar 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. Astar regains spent legendary actions at the start of her turn.
Divine Punishment (Costs 1 action). Aurelia makes one attack with Maligants Strike, or one attack with Ulmyrs Chaos Burst.
Stride (Costs 2 Actions). Aurelia moves up to her walking speed, or half of her flying speed.
Battle Fury (Costs 3 actions). Aurelia uses "Galts Warcry."
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
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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