| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 14 | +2 | +2 |
| CON | 22 | +6 | +11 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 16 | +3 | +8 |
| CHA | 18 | +4 | +9 |
Aura of Regret (10 ft.)
Creatures that start their turn in the aura must succeed on a DC 18 Wisdom saving throw or suffer haunting visions of failure, gaining disadvantage on attack rolls until the end of their turn.
The Choking Halo (Recharge 5–6)
A pulse of embered light flares from Aeric’s blackened torc. All creatures within 30 feet must make a DC 18 Wisdom save.
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On a failure: the creature is blinded, cannot speak, and suffers hallucinations for 1 minute (save ends each round).
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Affected creatures see visions of people they failed.
Multiattack.
Aeric makes two Scorchblade Strikes or one Strike and one Spell or Halo Flare.
Scorchblade Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 21 (3d10 + 5) slashing + 10 (3d6) fire.
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If the target is concentrating on a spell, they must succeed on a DC 18 Constitution saving throw or lose concentration.
Halo Flare (Recharge 4–6)
A blast of incandescent flame erupts from Aeric’s form in a 20-foot cone.
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DC 18 Dexterity save, or take 36 (8d8) radiant damage and be blinded until the end of next turn. Half damage on a success.
Flames of Regret (1/Day)
Aeric erupts in divine and infernal fire.
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All creatures within 30 ft. make a DC 18 Charisma saving throw or take 42 (12d6) fire + radiant damage, and lose their reaction until the end of their next turn.
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The area is cloaked in spectral flame until the end of Aeric’s next turn, illuminating invisible or hidden creatures/items.
Smite the Ashbound (Recharge 4–6)
Aeric marks a creature within 30 ft. that has struck him or an ally since his last turn.
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The target must succeed on a DC 17 Charisma saving throw or become wreathed in searing cinders.
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Until the start of Aeric’s next turn, the creature takes 1d10 fire damage each time it makes an attack or casts a spell.
“You burn not for what you’ve done… but for what you didn’t.”
Judgment Reversal
When a creature within 10 ft. of Aeric misses an attack against him, he may force them to reroll the attack with disadvantage.
If the rerolled attack still misses, they must make a DC 16 Wisdom saving throw or be frightened of Aeric until the end of their next turn.
“Hesitation is guilt made manifest.”
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Smoldering Advance (1 action): Aeric moves up to 20 ft. without provoking opportunity attacks.
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Ashen Grasp (2 actions): Spectral gauntlet claws a target within 30 ft.
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DC 17 Strength saving throw or be restrained by burning ash until the end of their next turn.
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Echo of the Flame (3 actions): Fire bursts from Aeric's scorched armor.
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All creatures within 10 ft. take 15 (4d6) fire damage and are pushed 5 ft. away.
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Description
Once human, now cracked and blackened like overburnt coal, his skin resembles the surface of a smothered forge. His shoulders are square, facing the courtyard window as if still on watch.
Fused to what remains of his skull is a twisted crown of embered metal—The Choking Halo, flickering with runes too old and too angry to read. His once-righteous armor has slumped, partially melted, sagging like cooled slag left behind by a dying star.
He does not move. He does not breathe.
But you are not alone in this room.
From deep within your chest, something ancient stirs… the sensation of being judged.
Lair and Lair Actions
Purification Mechanic
If Aeric is reduced to 0 HP and the party has uncovered:
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The hidden chamber behind his office
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The shared memory with Callis (2nd floor/tower)
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A prayer or vow spoken aloud (or another memory artifact from the keep)
Then Aeric collapses, entering a stunned state. During this phase, party members may speak to him to attempt a group Charisma (Persuasion or Performance) check, DC 18. If successful, he is purified—his soul released, and the Emberlight Torc is restored.
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