Legendary Resistance (3/day). If Aura Bella Fiora fails a saving throw, She can choose to succeed instead.
Spellcasting. Aura is a 20-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). Aura has following Ranger spells prepared:
1st level (4 slots): Goodberry, Hail of Thorns, Cure Wounds, Ensnaring Strike
2nd level (3 slots): Barkskin, Cordon of Arrows, Spike Growth
3rd level (3 slots): Conjure Animals, Flame Arrows, Conjure Barrage
4th level (3 slots): Conjure Woodland Beings, Freedom of Movement, Stoneskin
5th level (2 slots): Conjure Volley, Swift Quiver
Multiattack. Aura can make 3 weapon attacks or 1 weapon attack and 1 spell per turn.
Clap Summoning (1/day). Aura claps her hands and summons all of the following that are friendly to her and her allies and hostile to her enemies:
1 Basalisk, 3 Dire Wolves, 3 Winter Wolves, 1 Adult White Dragon, 1 Behir, 1 Displacer Beast, 1 Androsphinx, 1 Remorhaz, 3 Death Dogs, 1 Froghemoth, 3 Hell Hounds, 1 Young Black Dragon, and 2 Ankylosaurus.
Whip. Melee Weapon Attack: +13 to hit, reach 10 ft., 1 target. Hit: 14 (2d6 + 7) slashing damage.
Lightning Longbow. RangedWeapon Attack: +13 to hit, range 150/600 ft., 1 target. Hit: 20 (3d8 + 7) piercing damage and 7(2d6) lightning damage.
Aura can tack 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. The monster regains spent legendary acitons at the start of its turn.
Quick Shot (Costs 1 Action). Aura may take one arrow shot at an opponent in range.
Whip Crack (Costs 1 Action). Aura may snap her whip at an opponent in range.
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
Aura is completely loyal to Ainz Ooal Gown, unwavering.
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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