Medium Fey, Chaotic Evil
Armor Class 21 (serpent scale armor)
Hit Points 285 (30d8 + 150)
Speed 40 ft., Fly 60 ft.
STR
18 (+4)
DEX
24 (+7)
CON
20 (+5)
INT
24 (+7)
WIS
20 (+5)
CHA
24 (+7)
Saving Throws DEX +16, INT +16, CHA +16
Skills Acrobatics +16, Deception +16, Insight +14, Perception +14, Persuasion +16, Religion +16, Stealth +16
Damage Vulnerabilities Fire
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing that is Nonmagical
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight 60ft, Passive Perception 24
Languages Common, Elvish, Primordial, Sylvan, Thieves' Cant, Undercommon
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Magic Resistance. Aero has advantage on saving throws against spells and other magical effects, and magic can't put him to sleep.

Magic Weapons. Aero's weapon attacks are magical.

Legendary Resistance 3/Day. When Aero fails a roll he can choose to succeed instead.

Spellcasting. Aero is an 10th-level spellcaster. His spellcasting ability is Charisma (spell save DC 24, +13 to hit with spell attacks). Aero has the following bard spells prepared:

Cantrips (at will): control flames, infestation, prestidigitation, vicious mockery

1st level (4 slots): absorb elements, inflict wounds, shield, silvery barbs

2nd level (3 slots): healing spirit, shatter, web

3rd level (3 slots): counterspell, plant growth, spirit shroud

4th level (3 slots): blight, confusion, greater invisibility

5th level (2 slots): cloudkill, contagion

Actions

Multiattack. He makes three attacks with his rapier.

Poison Rapier. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 20 (3d8+7) piercing and 14 (4d6) poison damage. On a hit, the target must succeed on a DC 24 Constitution saving throw or become Poisoned for 1 minute. The target may reroll the save at the end of their turn.

Beguiling Presence. Each creature of Aero's choice that is within 120 feet of the king of nightmares and aware of him must succeed on a DC 24 Charisma saving throw or become charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Aero's Beguiling Presence for the next 24 hours.

Bonus Actions

Back Stab 5/Day. As a bonus action the Aero can imbue a strike with 90 (20d8) poison damage.

Legendary Actions

Aero 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. Aero regains spent legendary actions at the start of his turn.

Hide (Costs 1 Action). Aero takes a legendary action to hide.

Attack (Costs 1 Action).  Aero makes a rapier attack.

Cast a Spell (Costs 2 Actions). Aero casts a spell.

Description

 

Previous Versions

Name Date Modified Views Adds Version Actions
6/16/2025 1:16:56 AM
17
1
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Coming Soon

Habitat: Forest

Frigid_Valkyrie

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