Armor Class 22
Hit Points 160 (16d8 + 50)
Speed 60 ft., Walk 30 ft.
STR
14 (+2)
DEX
18 (+4)
CON
16 (+3)
INT
19 (+4)
WIS
18 (+4)
CHA
24 (+7)
Saving Throws DEX +9, WIS +9, CHA +12
Skills Acrobatics +8, Arcana +8, Deception +11, History +8, Intimidation +11, Perception +8, Persuasion +11
Damage Resistances Necrotic, Psychic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned, Stunned
Senses Darkvision 60ft, Passive Perception 17
Languages Common, Elvish, Sylvan
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/day). Aurora has failed a saved she may instead choose to succeed

Magic Resistance. Aurora has advantage on saving throws against spells and other effects

Charming Exterior. Aurora adds her Charisma to her AC

Spellcasting. The Aurora is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +10 to hit with spell attacks). Aurora has following spells prepared:
At will: Command 3rd level, detect magic, Suggestion, Faerie Fire
3/Day: Mass Suggestion, counter spell, Cure Wound (5th level), Plane Shift
1/Day: Dominate Monster, Crown of Stars

Actions

Multiattack. Aurora makes three moon bolts, aurora can replace any of these attacks with a Contract of Charms a Radiant Travel or she can replace 2 attacks with a spell.

Moon Bolt. Ranged or Melee Spell Attack: +11 to hit, reach 60 ft., 1 target. Hit: 18 (3d8 + 6) radiant damage. 

Contract of Charms. Aurora can force a creature into a temporary contract, she targets one creature charmed by her and forces them to trade something by ending a charm early. 

  • Contract of Life. The target takes 3d10 psychic damage and Aurora heals that amount. If the target is feeling powerful negative emotions, Aurora does not heal and suffers the poisoned condition.
  • Contract of War. The target must take the attack action or cast a cantrip (Aurora's choice) against targets that Aurora chooses
  • Contract of Fleeing. The target moves their movement + a dash away from Aurora
  • Contract of Empowerment. The target suffers disadvantage on attacks rolls, ability checks or saving throws (Aurora's choice) and Aurora gains advantage on the same skills

Radiant Travel. Aurora Teleports to a location within 30ft

Charming Glitter (Recharge 5-6). Aurora shows off the light of her wings creating a dazzling glow in a 60ft radius sphere around her. Every creature not charmed by Aurora must make a DC 17 Wisdom Save. On a fail they take 4d10 radiant damage and are charmed by Aurora. On a success, they suffer half damage and are not charmed.

Creatures charmed by Aurora may make a save at the end of their turn.

Legendary Actions

Moon Bolt (Costs 1 Actions). Aurora attacks with 2 Moon Bolts or 2 Contracts of Charms.

Glittering Travel (Costs 1 Action). Aurora teleports to a location within 60ft

Force Contract (Costs 2 Actions). Aurora casts an Enchantment Spell

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count 20 (losing initiative ties), the Aurora takes a lair action to cause one of the following effects; Aurora can’t use the same effect two rounds in a row:

  • Pleasure overwhelming. All creatures in the lair must make a DC 17 Wisdom save or their current hitpoints become secret until the next lair action.
  • Warlocks. A number of employees bust into the room, all can be effected by the Contract of Charms ability
  • Mirrors. Damage! Everyone makes a dex save or get hit by moon blasts

 

Namcap164

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