| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 12 | +1 | +1 |
| CON | 20 | +5 | +16 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 13 | +1 | +8 |
| CHA | 15 | +2 | +10 |
Resonance Anchor.
While within 60 ft. of the Resonance Core, Auren cannot be banished, teleported, or magically moved. He regenerates 10 HP at the start of his turn unless the Core is destabilized.
The Machine Remembers.
When reduced below 50% HP, spectral Ferrymen emerge from nearby machinery, replaying fragments of their last moments. At initiative count 20 (losing ties), one Ferryman Echo appears each round (use Ghoul stats, max 3 at once).
Conductive Frame.
When hit by lightning damage, Auren heals half of it and his melee attacks deal +5 lightning damage for one round.
Corrupted Conduit (3/day).
When he takes more than 20 damage from a single source, Auren can force the Core to pulse. Each creature within 20 ft. must succeed on a DC 15 Con save or take 14 (4d6) thunder damage and be pushed 10 ft. away.
Resonance Anchor.
While within 60 ft. of the Resonance Core, Auren cannot be banished, teleported, or magically moved. He regenerates 10 HP at the start of his turn unless the Core is destabilized.
The Machine Remembers.
When reduced below 50% HP, spectral Ferrymen emerge from nearby machinery, replaying fragments of their last moments. At initiative count 20 (losing ties), one Ferryman Echo appears each round (use Ghoul stats, max 3 at once).
Conductive Frame.
When hit by lightning damage, Auren heals half of it and his melee attacks deal +5 lightning damage for one round.
Corrupted Conduit (3/day).
When he takes more than 20 damage from a single source, Auren can force the Core to pulse. Each creature within 20 ft. must succeed on a DC 15 Con save or take 14 (4d6) thunder damage and be pushed 10 ft. away.
Multiattack.
Auren makes two attacks with his Rusted Arm-Blade.
Rusted Arm-Blade. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 13 (2d8 + 4) slashing + 5 (1d10) lightning.
Anchor Chain (Recharge 5–6).
He launches a spectral chain of molten metal toward one creature within 30 ft. The target must make a DC 15 Strength save or be pulled adjacent to Auren and restrained.
At the start of Auren’s next turn, if the target remains restrained, they take 18 (4d8) force damage as the chain anchors them to reality itself.
Echo Implosion (Recharge 6).
Auren slams his hand into the ground, channeling the Core’s resonance.
Each creature within 30 ft. must make a DC 16 Con save or take 27 (6d8) thunder + 10 (3d6) necrotic damage and be deafened for 1 minute.
Auren takes 10 (3d6) damage as backlash from the surge.
Anchor Shift.
When a creature teleports, flies, or is pulled away from him, Auren can instantly swap places with it if within 60 ft., leaving behind a crackling afterimage.
Magnetic Counter.
When hit by a melee attack, he can magnetize his body; attacker must make a DC 14 Strength save or be disarmed as their weapon wrenches toward his armor.
Auren can take 2 per round, one at the end of another creature’s turn.
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Rustlash. One Arm-Blade attack.
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Echo Pulse (Costs 2). Forces one Ferryman Echo to explode in static, dealing 7 (2d6) lightning to all creatures within 10 ft.
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Anchor Grip. One restrained creature by Anchor Chain takes 6 (1d12) force damage.
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.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count 20 (losing ties), the Core releases a pulse that Auren manipulates:
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Resonant Shockwave: All metal objects in the chamber vibrate violently. Each creature wearing or holding metal makes a DC 14 Con save or takes 9 (2d8) thunder damage and drops one held item.
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Memory Echo: Ghostly Ferrymen appear for 1 round, repeating an action from 6 seconds ago — effectively forcing one random PC to re-roll their last action.
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Heat Surge: Steam vents burst from the walls, creating three 10-ft. radius zones of obscuring, burning vapor (lightly damaging for 1d6 fire each round).
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