Angelic Weapons (Aurora's Normal Form): Aurora Highhill's weapon attacks are magical. When he hits with any weapon in his normal form, it deals an extra 6d8 radiant damage (included in the attack descriptions).
Divine Authority: No dragon, kobold, dragonborn, half-dragon, or lizardfolk can willingly attack Aurora Highhill. Such creatures must succeed on a DC 26 Wisdom saving throw to take any action that would directly harm him.
Innate Spellcasting (Aurora's Normal Form): Aurora Highhill's spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
* At will: *detect evil and good*, *invisibility* (self only)
* 3/day each: *blade barrier*, *greater restoration*, *remove curse*, *resurrection*
* 1/day each: *commune*, *control weather*
Legendary Resistance (3/Day): If Aurora Highhill fails a saving throw, he can choose to succeed instead.
Magic Resistance: Aurora Highhill has advantage on saving throws against spells and other magical effects.
Shapechanger: Aurora Highhill can use his action to polymorph into a Gargantuan dragon that is a fusion of crystal, gold, sapphire, and shadow dragons, or back into his true, normal form. His statistics, other than his size and AC, are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts to his true form if he dies.
Draconic Absorption: Whenever Aurora Highhill would take fire, radiant, or lightning damage, he instead takes no damage and regains a number of hit points equal to half the damage he would have taken.
Spell Absorption: If Aurora Highhill is targeted by a spell of 5th level or lower, he can use his reaction to absorb the spell. The spell has no effect on him, and he regains a number of hit points equal to the spell's level + his Constitution modifier (+10). He can't use this reaction if he is incapacitated.
Traits (Draconic Form):
Crystalline Body: Aurora Highhill's scales shimmer with a thousand facets, occasionally emitting bright flashes of light.
Draconic Majesty: His presence commands awe and respect.
Gemstone Telepathy: He can communicate telepathically with any creature within 120 feet.
Hypnotic Glimmer: Creatures that look directly at his crystalline scales for too long can become mesmerized. Anyone who ends their turn looking at Aurora Highhill must make a wisdom saving throw (DC 26) or be affected by the Confusion spell.
Metallic Resilience: His scales offer incredible protection.
Shadow Blend: He can turn completely spectral and invisible to anyone except with truesight as a bonus action, gaining the benefits of half cover.
Spatial Awareness: He has an innate understanding of the flow of magic and can sense dimensional disturbances.
Multiattack (Aurora's Normal Form): Aurora Highhill makes four greatsword attacks.
Greatsword (Aurora's Normal Form): Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 10) slashing damage plus 27 (6d8) radiant damage.
Searing Burst (Aurora's Normal Form; Recharge 5-6): Aurora Highhill emits a burst of divine energy in a 30-foot radius. Each creature in that area must make a DC 26 Dexterity saving throw, taking 28 (8d6) fire damage plus 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one.
Healing Touch (Aurora's Normal Form; 3/Day): Aurora Highhill touches another creature. The target magically regains 40 hit points and is freed from any curse, disease, poison, or blindness or deafness.
Mystic Dragon Form (Action). Aurora Highhill transforms into his fused dragon form. While in this form, he gains access to the following actions:
Change Form: Aurora Highhill can use his bonus action to transform between his normal celestial form and his dragon form.
Shadow Meld (Dragon Form): While in his dragon form and in dim light or darkness, Aurora Highhill can use a bonus action to become invisible to all sight except truesight until the start of his next turn. Gaining Half cover in adition to this.
Wing Buffet (Dragon Form): While airborne in his dragon form, Aurora Highhill can use a bonus action to beat his wings, forcing each creature within 15 feet of him to succeed on a DC 26 Strength saving throw or be knocked prone.
Absorb Spell: When Aurora Highhill is targeted by a spell of 5th level or lower, he can use his reaction to absorb the spell. The spell has no effect on him, and he regains a number of hit points equal to the spell's level + his Constitution modifier (+10).
Protective Aura: When a creature Aurora Highhill can see within 30 feet of him is hit by an attack, he can use his reaction to impose disadvantage on the attack roll, provided he is not incapacitated.
Aurora Highhill can take three legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. He regains spent legendary actions at the start of his turn.
Detect: Aurora Highhill makes a Wisdom (Perception) check.
Wing Attack (Costs 2 Actions): Each creature within 15 feet must make a DC 26 Dexterity saving throw or take 18 (+18 ) bludgeoning damage and be knocked prone. Aurora Highhill can then fly up to half his flying speed.
Change Shape: Aurora Highhill uses his Shapechanger trait.
Teleport (Costs 2 Actions): Aurora Highhill magically teleports himself up to 120 feet to an unoccupied space he can see.
Cast a Spell (Costs 2 Actions): Aurora Highhill casts one of his innate spells.
Crystal Shard (Costs 2 Actions): One creature within 120 feet must make a DC 26 Dexterity saving throw, taking 22 (4d10) radiant damage on a failed save (half damage on success).
Psychic Assault (Costs 2 Actions): One creature within 120 feet must make a DC 26 Wisdom saving throw or take 27 (6d8) psychic damage and be incapacitated until the end of its next turn.
Spectral Form (Costs 2 Actions): Aurora Highhill magically makes himself incorporeal. While in this form, he can go through any object and structures like if they weren't there and is invisible to all vision except Truesight.
Tail Lash (Costs 2 Actions): Aurora Highhill makes a tail attack (+18 to hit).
Breath Weapon Recharge (Costs 3 Actions): Aurora Highhill recharges one of his expended breath weapons.
Word of Power (Cost 3 Actions): Aurora speaks in an ancient dragon language which weighs power when speaking. He can use one of the following words of power.
Gaar-Bex-Frod (Unleash-Open-Field): Unleash and expand your domain within 50 sphere miles unlocking all of your lair actions and regional effects.
Bolaav-Daniik-Dir (Sealed Fate-Doomed-To Die): Target one creature within 120 feet. That creature is now weakened greatly. Their AC drops to 20, if they are Larger than Huge then they decrease in size to Huge, their movement speed is halved and they cannot regenerate or heal their HP. This Last for 1 minute.
Gol-Hah-Dov (Earth-Mind-Dragon): 90 ft cone, all who are in range of this shout, must make a DC 26 Wisdom Saving Throw or be affected by this spell for 1 minute as the effects of Dominate Person and/Or Dominate Monster.
Piraak-Dov-Dur (Possess-Dragon-Curse): Give any creatures (up to 5) within 60 ft, the Curse of Lodan. Unwilling creatures must make a Constitution saving throw (DC 26) or be cursed. Those Cursed now possess the Half-Dragon Attribute to them.
Mystic Dragon Form Actions
Multiattack (Dragon Form): Aurora Highhill can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.
Bite (Dragon Form): Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage + 14 (4d6) force damage + 11 (2d10) fire damage + 18 (4d8) radiant damage + 18 (4d8) necrotic damage.
Claw (Dragon Form): Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage + 7 (2d6) force damage + 7 (2d6) fire damage + 9 (2d8) radiant damage + 9 (2d8) necrotic damage.
Tail (Dragon Form): Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage + 7 (2d6) force damage + 7 (2d6) fire damage + 9 (2d8) radiant damage + 9 (2d8) necrotic damage.
Breath Weapons (Dragon Form; Recharge 5-6): Aurora Highhill uses one of the following breath weapons:
Divine Breath: 90-foot cone, DC 26 Dexterity saving throw, 100 (22d8) damage. Aurora can choose one of the damage types and debuffs it applies (which last for 1 minute) when they fail the save. On a success, they take half damage and aren't affected by the following debuff.
Radiant: Blindness
Thunder: Incapacitated
Fire: Knocked back 100 feet and knocked Proned
Lightning: Paralyzed
Psychic: Stunned
Necrotic: Hit Point Maximun is Reduced
Almighty Breath: 120-foot cone, DC 26 Dexterity saving throw, 410 (91d8) Force damage on a failed save and apply 2 levels of exhaustion on a failed save or half as much on a successful save and no exhaustion.
Frightful Presence (Dragon Form): DC 26 Wisdom saving throw or become frightened for 1 minute (can repeat save at the end of each turn).
Teleport (Dragon Form; Recharge 4-6): Teleports himself and up to three willing creatures within 120 feet to a known location up to 120 miles away.
Wing Attack (Dragon Form): Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 17 (2d6 + 10) bludgeoning damage.
Description
Enter a general description for your monster here.
Lair and Lair Actions
The lair and regional effects aren't active until he activates his legendary action to unleash his domain upon the entire region. Once Aurora Highhill unleashes his domain upon 50 miles sphere of land (him at the very center.) He can then use the following actions.
Lair Actions
On initiative count 20 (losing initiative ties), Aurora Highhill can take one lair action to cause one of the following effects; he can't use the same effect two rounds in a row:
- Blinding Radiance: A beam of intense golden light erupts from a point Aurora Highhill chooses within the lair (up to 120 feet away). Each creature in a 30-foot radius sphere centered on that point must make a DC 26 Constitution saving throw or be blinded until the end of its next turn.
- Celestial Chorus: The air fills with a harmonious chorus of celestial voices. Each creature of Aurora Highhill's choice within the lair must succeed on a DC 26 Wisdom saving throw or be charmed until the end of its next turn. While charmed in this way, the creature regards Aurora Highhill as a benevolent ally.
- Shifting Lightscape: The very light within the lair warps and shifts. Aurora Highhill can choose one creature he can see within the lair. Until the end of its next turn, that creature has disadvantage on attack rolls and its movement speed is halved as disorienting patterns of light swirl around it.
- Draconic Echo: The roar of Aurora Highhill, amplified by the celestial energies of his lair, reverberates through the domain. Each creature within the lair (except Aurora Highhill) must make a DC 26 Strength saving throw or be knocked prone and take 18 (4d8) thunder damage.
- Conjure Celestial Shard: A shard of solidified celestial energy appears in an unoccupied space Aurora Highhill can see within the lair. The shard is a Large object with AC 18 and 50 hit points. On Aurora Highhill's subsequent turns, he can use a bonus action to launch the shard at a creature he can see within 120 feet of it, making a +18 attack roll. On a hit, the shard deals 27 (6d8) radiant damage. The shard dissipates after 1 minute or when it is reduced to 0 hit points.
Regional Effects
The region surrounding Aurora Highhill's lair is subject to the following magical effects:
- Perpetual Twilight: The region surrounding Aurora Highhill's lair is bathed in a perpetual golden twilight. The sun never fully sets, and shadows are soft and diffused.
- Enhanced Divination: Divination spells cast within 6 miles of the lair are enhanced. The range of the spell is doubled, and the caster has advantage on any ability checks made as part of the spell.
- Draconic Whispers: Faint whispers in the Draconic language can be heard on the wind within 3 miles of the lair. Creatures fluent in Draconic might glean cryptic messages or feelings of awe.
- Celestial Guidance: Creatures with a benevolent alignment feel a sense of peace and guidance within 1 mile of the lair, gaining advantage on Wisdom saving throws.
- Wild Magic Surges: Whenever a creature casts a spell within 2 miles of the lair, there is a 5% chance that a wild magic surge occurs (as per the Wild Magic Sorcerer feature).
These effects persist as long as Aurora Highhill has the domain active. Once he turns it off, he can turn his domain off as a bonus action to end the domain.
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