Keen Senses. The aofie has advantage on Wisdom (Perception) checks.
Protective Aura. An aura of protection extends in a 15-foot radius around the aofie, but not through total cover. While the aofie is conscious, each nonhostile creature of the aofie's choice within the aura have advantage on saving throws against spells and other magical effects as well as against the charmed and frightened conditions.
Innate Spellcasting. The aofie's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: detect poison and disease, druidcraft, mage armor, prestidigitation, thaummaturgy
3/day each: calm emotions, cure wounds (2nd-level), detect evil and good, lesser restoration
1/day each: aura of life, greater invisibility, plant growth
Spellcasting. The aofie is a 7th-level spellcaster. It's spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It has the following warlock spells prepared:
Cantrips (At will): friends, mage hand, minor illusion
1st to 4th-level (2 4th-level slots): charm monster, enthrall, gaseous form, hallucinatory terrain, hypnotic pattern, mirror image, suggestion, unseen servant
Caring Embrace. Melee Spell Attack: +7 to hit, reach 5 feet, one creature. Hit: 13 (2d8 + 4) radiant damage, and the target is grappled if it is no more than one size category larger than the aofie. A creature grappled by the aofie is restrained and it makes a DC 14 Strength check at the start of its turns, escaping the grapple on a success, or taking the damage of the embrace again on a failed save, should the aofie chooses to deal the damage. The aofie can only grapple one creature at a time.
If a creature would be reduced to 0 hit points by taking damage from the embrace, it instead takes no damage and becomes nonhostile and indifferent towards the aofie until a minute has passed or until it or one of its allies that it can see or hear is put to harm by an ally of the aofie or by the aofie itself. If the creature spends the entire 1 minute as nonhostile towards the aofie, it must make a DC 14 Charisma saving throw or regard the aofie as friendly. A creature that is immune to the charmed condition is immune to this effect.
Shapeshift. The aofie causes itself, and anything it is wearing or carrying to transform into a beast, a fey or a humanoid that is medium size or smaller that it has seen before and whose challenge rating is no higher than 2. Its statistics stay the same in this new form, aside from its armor class and speed, as well as its Strength, Dexterity, and Constitution scores. It gains any traits, resistances or proficiencies its new form has and it can remain in the form indefinitely and can revert back by using a bonus action during its turn. It also reverts back to its true form upon death. A creature can discern its true form with a successful Wisdom (Insight check), contested by the aofie's Charisma (Deception) check.
Gleaming Barrier. When the aofie is targeted by an attack, it can use its reaction to add 2 to its AC for that attack. If the attack misses, the attacker can't make an attack again until the end of its turn. A creature that is immune to the charmed condition is immune to this effect.
The aofie 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. The aofie regains spent legendary actions at the start of its turn.
Healing Presence. Each creature of the aofies choice above 0 hit points within the its protective aura regains 4 hit points. A creature with 0 hit points that hasn't died is stabilized if the aofie chooses it to be.
Shimmering Shield (Costs 2 Actions). The aofie creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to their AC until the end of the aofie's next turn
Protective Presence (Costs 3 Actions). The protective aura extends in a 30-foot radius around the aofie instead of a 15-foot radius until the end of its next turn. Creatures of the aofies choice within the aura then gain 1d4 + 4 temporary hit points that last until they finish their next short or long rest.
Description
An aofie den mother is created when a large concentration of people with a good heart, usually children, suffer through extreme conditions like starvation or abuse. It serves to protect and comfort the people that created it and gains more power as it needs it. Once the need for it is over, it dissapears and returns to the feywild as a fey spirit, to be recreated into an aofie den mother again, should the need for it arise.
No need for Food or Water. The aofie does not need to drink or eat, but it will get hungry if it senses that the people it is protecting are hungry.
Variant: Aofie summoning
Some aofie den mothers need help protecting a large group of people, and as such they have the ability to summon little helpers in the form of aofie. It gains the following action.
Summon Aofie (1/day). The aofie den mother chooses a space within 30 feet of it that it can see. An aofie appears in that space. The appearance of the aofie resembles the den mother that created it and its spellcasting variant depends on the personality of the den mother. The den mother can have at most ten aofie's helping it at a time and if one is put to harm, it will know.
Lair and Lair Actions
The lair of the aofie den mother is most often a house, but depending on the circumstances where it is created, it could just as likely be a grove in a forest or a cave in the side of a mountain.
Lair actions
On initiative count 20 (losing all initiative ties), the aofie takes a lair action to cause one of the following effects; the aofie den mother can't use the same effect two rounds in a row:
- Nonmagical light being emitted from any point within the lair shifts in color and intensity, the aofie den mother chooses what color and intensity each source of light is separately. This change lasts until the aofie den mother dismisses it during its turn (no action required).
- Colorful patterns spread across surfaces in its lair. The color and shape of these patterns is chosen by the aofie den mother, and it can choose to not cover an area within its lair if it wishes. The patterns stay until the aofie den mother dismisses it during its turn (no action required).
- Up to ten small nonmagical objects of the aofie den mother's choice such as forks, candles, or buttons that aren't being worn or carried grow a pair of legs and move up to 60 feet to a point within the lair. They then reverts back to normal. The aofie den mother can choose for the objects to swarm a creature within its lair. The target must make a DC 14 Constitution saving throw. On a failed save, it takes 10 (4d4) damage of appropriate damage types and has its speed reduced by 10 feet until the end of its next turn as the objects restrain it from moving. In this case the objects stop being animated at the end of that creature's turn.
- A creature the aofie can see within its lair must succeed on a DC 14 Charisma saving throw, or be unable to find the next item they look to find in their pockets until a minute has passed, or until the aofie uses another lair action.
Regional effects
Transformed by the creature's caretaking abilities and fey presence, the home of an aofie den mother includes any or all of the following magical effects:
- Every surface within the lair of the aofie den mother is covered in a thin, nearly unnoticable sheen of varying colors that resemble those found in the sky during a beautiful sunset.
- The corridors and pathways within the lair become confusingly twisted and lead to different exits within it. A creature that walks into a corridor or on a path within the lair must succeed on a DC 14 Wisdom saving throw or be taken to one end of another corridor once it moves through the current corridor. The aofie den mother either chooses where or picks a random end of a random corridor where a creature is then transported to.
- Dust and dirt never appears or gathers within the lair or within 30 feet of it and poisons lose their potency and expire at five times their normal rate.
- Any creature that is intoxicated via means of alcohol or under the effects of similar substances has the effects of them removed at the start of their turn unless they succeed on a DC 14 Charisma saving throw. A creature that succeeds on this saving throw is immune to this regional effect until 24 hours have passed.
- Creatures without an evil alignment that take a short rest and expend hit dice to regain hit points, regain 2 additional hit points.
- At night, the area is illuminated by light reminiscent of a sunset. Fireflies created by magic can be seen floating around in the area.
- Whenever a good-aligned creature or the aofie is about to be dealt damage, reduce that damage by 2 after applying any damage adjustments.
If the aofie den mother leaves its lair or dies, the corridors and pathways return to normal immediately and the rest begin to dissappear one by one over a period of 6 days.
Comments