Huge Beast
Armor Class 17 Natural Armor
Hit Points 225 (18d12 + 108)
Speed 40 ft., Swim 60 ft.
STR
24 (+7)
DEX
14 (+2)
CON
22 (+6)
INT
2 (-4)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws DEX +12, CON +20
Skills Perception +6, Stealth +6
Damage Resistances Cold, Radiant
Condition Immunities Charmed
Senses Darkvision 120 ft, Passive Perception 16
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Amphibious.
The Aurora Tyrant can breathe air and water.

Nightstalker.
While in dim light or darkness, the Aurora Tyrant has advantage on Dexterity (Stealth) checks and its movement doesn’t provoke opportunity attacks.

Aquatic Predator.
The Aurora Tyrant has advantage on attack rolls against creatures that are swimming or submerged in water.

Actions

Multiattack.
The Aurora Tyrant makes three attacks: one with its Bite and two with its Claws.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Hit: 28 (4d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 16 (2d10 + 5) slashing damage.

Tail Swipe. Melee Weapon Attack: +12 to hit, reach 15 ft., one target.
Hit: 22 (3d10 + 6) bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or be knocked prone.

Bioluminescent Display (Recharge 5–6).
As an action, the Aurora Tyrant flashes its sail in a dazzling aurora of shifting color. Each creature within 60 feet that can see it must succeed on a DC 17 Wisdom saving throw or be blinded until the end of their next turn. Creatures that fail by 5 or more are also charmed for 1 minute, believing the Tyrant to be a divine or awe-inspiring figure. Creatures can repeat the save at the end of each of their turns.

Bonus Actions

Glowshift.
The Aurora Tyrant shifts the hue of its sail to one of three modes until the end of its next turn:

  • Predatory Gleam (Red/Orange): Advantage on melee attack rolls made in dim light or darkness.

  • Lurking Mirage (Blue/Violet): Gain +2 AC against ranged attacks.

  • Courtship Radiance (Green/Pink): Creatures starting their turn within 30 ft must succeed a DC 16 wisdom saving throw or be charmed by the Aurora Tyrant. They may choose to not look at it to skip this save. 

Legendary Actions

The Aurora Tyrant can take 2 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.

  • Bioluminescent Pulse (Costs 2 Actions): The Aurora Tyrant emits a quick flash. One creature within 30 feet must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn.

  • Thrash: The Tyrant makes a Tail Swipe.

  • Stalk and Snap: The Tyrant moves up to half its speed without provoking opportunity attacks and makes a Bite attack.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Aurora Tyrant is a bioluminescent apex predator with a crocodilian snout, thick muscular frame, and a radiant sail used for communication, intimidation, and dazzling prey. Active primarily at night, it stalks coastlines and deep waters, using its glowing patterns to lure or blind enemies. With powerful legs for terrestrial pursuit and aquatic adaptations for swimming, it is a dual-terrain hunter. Its sail shifts color based on mood, casting eerie auroras across its territory to signal dominance, attract mates, or disorient foes.

AlfSpectro

Comments

Posts Quoted:
Reply
Clear All Quotes