All-Hearing Ear. The Auryx cannot be deafened, and can hear any creature it chooses. (Does not have to be on same plane of existense)
Abyssal Connection. The Auryx can travel to the Abyss, as long as there is nothing holy in contact with it.
All-Knowing Brain. The Auryx knows if adventurers are looking for it, it can summon it's lair around them if it knows where they are.
Planar Burrow. The Auryx can burrow from the Abyss into the Material Plane, and when it surfaces, the crater is a bottomless portal to the Abyss.
All-Seeing Eye. The Auryx can enter a trance, and observe any creature it chooses. (Does not have to be on same plane of existense)
Multiattack. The xorn makes one slam attack and one force attack.
Slam. Melee Weapon Attack: +12 to hit, reach 20 ft., multiple targets. Hit: 50 (5d6 + 30) bludgeoning damage.
Force. Ranged Weapon Attack: +20 to hit, (100 ft./500 ft.), one target. Hit: 90 (4d20 + 20) force damage.
Flight. If the Auryx takes any damage, it takes into the air, avoiding all melee damage for the next round.
Fire. Ranged Weapon Attack: +60 to hit, (900 ft./infinite range), multiple targets. Hit: 300 (20d20) fire damage.
Frost. Ranged Weapon Attack: +60 to hit, (900 ft./infinite range), one target. Hit: 250 (19d20) cold damage. The target is incapacitated.
Lair and Lair Actions
Lair Description
The Aruyx's Lair is composed of large red rocky spikes. The main chamber splits off into thousands of dungeons, that contain legandary monsters.
Lair Actions
Anti-Magic Aura. All magic in the area is destroyed and nothing magical can be summoned or used, and no magic can be used.
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Posted Apr 28, 2020What on earth is up with his ac! The only to hit him is with a spell that never misses or roll a 20!