Medium Fiend (Demon), Chaotic Evil
Armor Class 20 Natural Armor
Hit Points 418 (33d8 + 264)
Speed 40 ft., Fly 60 ft.
STR
20 (+5)
DEX
16 (+3)
CON
26 (+8)
INT
20 (+5)
WIS
18 (+4)
CHA
28 (+9)
Saving Throws CON +16, INT +13, WIS +12, CHA +17
Skills Arcana +12, Deception +16, Insight +11, Perception +11, Persuasion +16
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned, Unconscious
Senses Truesight 120 ft., Passive Perception 21
Languages Abyssal, Common, Infernal
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Magic Resistance. Aura has advantage on saving throws against spells and other magical effects.

Immutable Form. Aura is immune to any spell or effect that would alter her form.

Healing Presence. Whenever a creature is Frightened within 120 feet of Aura, she regains 10 hit points.

See the Frightened. Aura can always see who is Frightened within 120 feet of her.

Soul-Devouring Axiom (Lore Accurate). When a creature drops to 0 hit points from an attack or ability used by Aura, that creature cannot be revived by any means short of a wish spell.

Sorcerer Spellcasting. Aura is a 20th-level Sorcerer. Her spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). She has 20 Sorcery Points and knows the following Sorcerer Spells:

Cantrips (at will): Chill Touch, Fire Bolt, Message, Minor Illusion, Prestidigation
1st level (4 slots): Charm Person, Shield, Unsettling Dreams (Clockwork Soul)
2nd level (3 slots): Hold Person, Kinetic Jaunt, Knock (Clockwork Soul)
3rd level (3 slots): Counterspell, Dispel Magic (Clockwork Soul), Hypnotic Pattern
4th level (3 slots): Banishment, Greater Invisibility, Summon Construct (Clockwork Soul)
5th level (3 slots): Dominate Person, Hold Monster, Wall of Force (Clockwork Soul)
6th level (2 slots): Globe of Invulnerability, Scatter
7th level (2 slots): Power Word Pain, Teleport
8th level (1 slot): Antipathy/Sympathy, Dominate Monster
9th level (1 slot): Power Word Kill

Metamagic (4 Options). Aura can expend Sorcery Points to use Metamagic options:

  • Subtle Spell (1 SP)

  • Quickened Spell (2 SP)

  • Heightened Spell (3 SP)

  • Twinned Spell (1 to 9 SP)

 

Clockwork Soul Features

 

Bastion of Law (Reaction; 7/Long Rest). When Aura or a creature she can see within 30 feet of her takes damage, Aura can use her reaction and spend 1 to 5 Sorcery Points to create a pool of protection equal to the number of Sorcery Points spent multiplied by 7 (her proficiency bonus). The damage is reduced by the amount in the pool.

Clockwork Cavalcade (1/Long Rest). As an action, Aura can immediately gain the benefit of a long rest's worth of Sorcery Points (regaining 20 SP).

Trance of Order (1/Long Rest). As a bonus action, Aura can enter a state of perfect, calculating focus for 1 minute. When she makes an attack roll or an ability check, she can treat a roll of 9 or lower on the d20 as a 10.

Actions

Multiattack. Aura makes three Axe of Submission attacks. She can substitute one attack for a use of her Guillotine's Command ability, or cast a spell with a casting time of 1 action.

Axe of Submission (Axe). Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 13(1d12+7) slashing damage plus 7d6 necrotic damage. On a hit, the target must succeed on a DC 24 Wisdom saving throw or become Frightened until the end of its next turn. Aura has advantage on the attack roll and automatically scores a critical hit against any creature that is Frightened.

Guillotine's Command (Lore Accurate). Aura focuses the power of her Axe of Submission on one creature she can see within 60 feet. The target must make a Wisdom saving throw (DC 24). On a failure, the creature becomes Charmed by Aura. While Charmed, the target must use its action to obey Aura's verbal commands, which it interprets to the best of its ability. The effect lasts until the creature makes a successful save at the end of its turn, takes damage, or is successfully targeted by a protection from evil and good spell.

The Balance of Submission (Lore Accurate; 1/Day). Aura can only use this ability if her Charisma score (28) is higher than the target's Spellcasting Ability score or highest mental score (Intelligence, Wisdom, or Charisma). Aura targets one creature she can see within 120 feet. The target must make a DC 24 Charisma saving throw. On a failure, the target's life force is forcibly bound by Aura's magic, and they are immediately reduced to 0 hit points as they attempt to verbally obey her commands. A creature reduced to 0 hit points by this feature is subject to her Soul-Devouring Axiom trait. On a success, the target takes 15d12 necrotic damage and is Frightened until the end of its next turn.

Bonus Actions

Fog Form (Aura Feature). Aura can transform into a toxic fog, becoming incorporeal. While in Fog Form, she has resistance to all damage except Force damage and can move through other creatures and objects. She can revert to her true form. Any creature that starts its turn in the fog's space and needs to breathe takes 7d6 poison damage.

Teleport to Frightened (Aura Feature). Aura can teleport to an unoccupied space within 5 feet of any creature she can see that is Frightened.

Trance of Order (Clockwork Soul Feature). Aura can enter this state of perfect focus for 1 minute.

Restore Balance (Clockwork Soul Feature). Aura can spend 1 Sorcery Point to cancel advantage or disadvantage on a creature's attack roll or saving throw within 60 feet.

Quickened Spell (Metamagic). Aura can spend 2 Sorcery Points to cast a spell with a casting time of 1 action as a bonus action instead.

Reactions

Frightful Retribution. When a creature within 30 feet of Aura succeeds on a saving throw to end the Frightened condition, Aura can use her reaction to force that creature to repeat the saving throw. If the creature fails, it takes 7d6 necrotic damage and is still Frightened.

Bastion of Law (Clockwork Soul Feature). Aura can spend 1 to 5 Sorcery Points to reduce damage taken by herself or an ally within 30 feet.

Shield (1st-level Spell). Aura can use her reaction to cast Shield, increasing her AC by 5 until the start of her next turn.

Legendary Actions

Aura can take 3 Legendary Actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Aura regains spent legendary actions at the start of her turn.

Axe Strike (1 action) Aura makes one Axe of Submission attack.

Forced Will (1 action) Aura targets one creature that is currently Charmed by her. That creature must immediately use its reaction (if available) to move up to half its speed and make one melee weapon attack against a creature of Aura's choice.

Metamagic Focus (2 actions) Aura gains 1 Sorcery Point.

Dispelling Aura (3 actions) Aura casts Dispel Magic using a 3rd-level spell slot (or higher by expending Sorcery Points to convert higher-level slots). She can only target a spell effect or magical feature currently active on a creature within 60 feet.

Description

Aura the Guillotine: D&D Lore Remix

 

 

Origin: The Tyrant of Calculated Deception

 

Aura the Guillotine is a Greater Demon and one of the infamous Seven Arch-Warlords of the Abyss. Unlike the raging, blood-soaked Barlgura or the treacherous Succubi, Aura represents the pinnacle of calculated, cold-blooded demonic cunning. For centuries, she has been considered a master strategist by demon lords, not for her strength in a brawl, but for her terrifying ability to turn entire armies against themselves with a single command.

Her kind are rumored to have evolved in the deepest, most orderly strata of the Abyss—a place where raw chaos is measured and weaponized. They are an antithesis to typical demons, possessing a chilling, hyper-logical, and individualistic intellect, making them utterly incapable of understanding concepts like altruism, love, or empathy. They learn the languages of mortals only to use their words as tools of deception, much like a hunter learns the calls of its prey.

 

Title and Role in the Hierarchy

 

Aura's title, The Guillotine, does not refer to a quick death, but the swift and absolute severing of one's free will. She served as a general during the great wars against the mortals, where her role was specialized:

  • Commander of the Obedient Legions: Her armies were not simply Frightened into submission, but truly enslaved—a terror-inducing force comprised of hundreds of controlled, reanimated corpses and subjugated mortals.

  • The Seven Arch-Warlords: She holds a rank equal to a Demon Lord in terms of influence, yet she is content to operate under the greater threat of her master (perhaps a stand-in for the Demon King) because that hierarchy is predictable, and therefore, controllable.

 

The Scales of Submission: Aura's Forbidden Magic

 

Aura’s spellcasting is not merely raw power; it is the physical manifestation of her domain: absolute control. Her custom sorcerous magic, the Clockwork Soul subclass, is the D&D equivalent of her demonic art, Auserlese (The Spell of Obedience).

  • The Mana Contest: Aura's core strategy is always to win the mana contest. In the D&D universe, this contest is a deadly test of willpower and magical reserve, represented by her feature, The Balance of Submission.

  • Charisma as Mana: Aura views her own overwhelming Charisma score (28)—her sheer force of personality and magical magnitude—as the ultimate measure of her soul's value. Any mortal with a weaker inner will (a lower primary mental score) is beneath her and therefore must obey.

  • The Inescapable Logic: Aura's great strength lies in her assumption that all life follows a calculable logic, and that her logic is superior. Her Restore Balance and Trance of Order features show her obsession with removing unpredictable variables (advantage/disadvantage) and imposing a predictable flow to combat.

 

Integrating into a Campaign

 

Aura makes a perfect central villain for an arc where the player characters are renowned for their high personal power or powerful artifacts.

  • The Benchmark Villain: She can be introduced as an antagonist who uses her knowledge of magic to perfectly counteract the party. If a wizard in the group relies on a single powerful spell, Aura knows how to Dispel Magic or Counterspell it flawlessly.

  • The Ultimate Test: Her entire encounter is a test: are the player characters strong enough to survive a battle where their very will can be turned against them? If a character has a higher Charisma score than Aura's targets, they are the key to victory—the "Frieren" of the group whose vast magical reserve makes them immune to The Balance of Submission.

  • Her Last Command: True to her canon, Aura's eventual defeat should involve her being forced to give an utterly self-destructive command, such as commanding herself to walk into the Abyss or to destroy her own phylactery/power source.

Habitat: Planar (Abyss)Planar (Nine Hells)

SurgDexil

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