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
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.
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
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