Medium Monstrosity (Sorcerer), Neutral Evil
AC 18 Natural Armor    Initiative +4 (14)
HP 150 (17d8 + 5)
Speed 35 ft.
Mod Save
STR 16 +3 +3
DEX 16 +3 +3
CON 20 +5 +5
Mod Save
INT 18 +4 +8
WIS 13 +1 +5
CHA 20 +5 +9
Skills Arcana +12, Deception +8, History +8, Perception +5
Immunities Fire; Charmed, Frightened
Senses Truesight 60; Passive Perception 15
Languages Common, Draconic, Elvish
CR 12 (XP 8,400; PB +4)
Traits

Aura of Command. The aurak radiates a commanding presence in a 20-
foot-radius sphere centered on itself. A draconian in the aura that isn’t
hostile to the aurak and can see or hear the aurak can’t be charmed and
has advantage on saving throws made to avoid or end the frightened
condition on itself.

Death Throes. When the aurak dies or its frenzied immolation ends, it
explodes. Each creature within 20 feet of it must make a DC 16 Dexterity
saving throw, taking 24 (7d6) fire damage on a failed save, or half
damage on a successful one.

Frenzied Immolation. When the aurak drops to 30 hit points or fewer, it
immolates in green flames for 3 rounds. While immolated, the aurak has
advantage on attack rolls and resistance to bludgeoning, piercing, and
slashing damage. In addition, a creature that touches the aurak or hits it
with a melee attack within 5 feet of it takes 9 (2d8) fire damage, and the
aurak’s melee attacks inflict an additional 9 (2d8) fire damage. An
immolated aurak sheds bright light in a 10-foot radius and dim light for
an additional 10 feet.

Magic Resistance. The aurak has advantage on saving throws against
spells and other magical effects.

Actions

Multiattack. The aurak makes three Rend or Energy Ray attacks. It can
replace two attacks with a use of Spellcasting.
Rend. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d12
+ 3) slashing damage, plus 9 (2d8) fire damage if the aurak is immolated.
Energy Ray. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit:
15 (2d10 + 4) force damage.

Noxious Breath (Recharge 5-6). The aurak exhales noxious gas in a 15-
foot cone. Each creature in that area must make a DC 16 Constitution
saving throw. On a failed save, the creature takes 24 (7d6) poison
damage and gains 1 level of exhaustion. On a successful save, the
creature takes half damage, doesn’t gain exhaustion, and is immune to
all draconians’ Noxious Breath for 24 hours.

Spellcasting. The aurak casts one of the following spells, requiring no
material components and using Charisma as the spellcasting ability
(spell save DC 18):
At will: detect magic, disguise self, mage hand, sending, suggestion, Magic Missils lvl 5 (5d4)
2/day: greater invisibility, lightning bolt, stinking cloud, wall of fire, Fire ball
1/day: arcane gate, cone of cold, dominate monster, prismatic spray

Bonus Actions

Change Shape (2/Day). The aurak transforms into a Medium or smaller
Beast with a challenge rating of 3 or less. In its new form, the aurak
retains its alignment, current hit points, maximum hit points, this bonus
action, its languages, and its Intelligence, Wisdom, and Charisma scores.
Any equipment it is wearing or carrying melds into the new form. The
transformation lasts until the aurak dies, falls unconscious, or uses a
bonus action to end it.
Teleport (3/Day). The aurak teleports, along with any equipment it is
wearing or carrying, up to 60 feet to an unoccupied space it can see.

Reactions

Disruptive Counterspell (4/Day). The aurak interrupts a spell of 3rd
level or lower that it sees being cast within 60 feet of itself. The spell’s
caster must succeed on a DC 18 Wisdom saving throw or be stunned
until the end of its next turn

Monster Tags: monstrosity

Mickc78

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