Large Fey (Archfey, Sorcerer), Typically Lawful Evil
Armor Class 16 Scale Mail
Hit Points 45 (2d10)
Speed 30 ft.
STR
17 (+3)
DEX
18 (+4)
CON
18 (+4)
INT
20 (+5)
WIS
20 (+5)
CHA
19 (+4)
Saving Throws INT +9, WIS +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Condition Immunities Charmed
Senses Darkvision, Truesight, Passive Perception 20
Languages Common, Sylvan, Telepathy
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Spellcasting. The Aurorium is a 10-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +10to hit with spell attacks). The Aurorium has following Sorcerer spells prepared:

Cantrips (at will): Poison Spray, Chill Touch, Mage Hand
1st level ( 3 slots): Mage Armor, Unseen Servant

2nd level (2 slots): Sleep

3rd level (1 slot): Charm Person

Actions

Javelin of Lightning. RangedWeapon Attack: +5 to hit, reach 40 ft., 1 target. Hit: 10 (1d12 + 4) piercing damage.

Reactions

Countercast. When attacked, the Aurorium can cast either sleep or charm person without expending a spell slot (The DM decides which spell). The attacker must succeed on a DC 15 wisdom save or be put under the chosen spells effect

Mythic Actions

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Description

Auroriums are high ranked Divinums that have been fully dunked, what they call "immersed" in ancient fey reservoir magic. This strengthens their abilities in spellcasting and in strength. 

Auroriums guard Fey Reservoirs and any intruders are immediately charmed or put to sleep, then dunked in the magic, where they are either proven cleansed and become a Aurorium. Or are rejected, and dissolve into the magic. 

Monster Tags: humanoid

Habitat: ForestHill

Witcheezz

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