Medium Humanoid, Lawful Neutral
Armor Class 25 celestial plate, gun-lancer stance
Hit Points 580 (40d10 + 360)
Speed 45 ft.
STR
22 (+6)
DEX
30 (+10)
CON
28 (+9)
INT
18 (+4)
WIS
20 (+5)
CHA
22 (+6)
Saving Throws DEX +18, CON +17, WIS +13, CHA +14
Damage Resistances Necrotic, Radiant, Thunder
Damage Immunities Fire, Poison, Psychic
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Passive Perception 23
Languages Common, Celestial
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Aasimar Radiant Soul (Overcharged).
Aurion deals 14 (4d6) extra radiant damage with every weapon attack.

Bullet Time Mastery.
Creatures have disadvantage on ranged attack rolls against Aurion. Aurion has three reactions each round.

Perfect Footwork.
Aurion’s movement never provokes opportunity attacks.

 Gunslinger Stance.
Aurion wields two bayonet pistols: Judgement (radiant firearm) and Mercy (anti-magic piercing firearm). Both can be used for melee bayonet strikes or ranged attacks.

PHASE TWO: SERAPHIC OVERDRIVE

Divine Afterimages.
When Aurion moves, he leaves behind three shimmering afterimages. Once per turn, one of his attacks automatically hits.

Heaven’s Final Bullet (1/Day).
Aurion makes one attack roll with advantage. On a hit, the target takes 150 radiant damage plus 150 force damage and must succeed on a DC 26 Constitution saving throw or have its hit point maximum reduced to 1 for 1 minute.

Actions

Multiattack.
Aurion makes six attacks, using Judgement, Mercy, or their melee bayonets.

Judgement – Radiant Bayonet Pistol.
Ranged Weapon Attack: +18 to hit, range 120 ft., one target. Hit: 22 (4d8 + 10) radiant damage plus 14 (4d6) radiant damage.
Melee (Bayonet): +18 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 10) radiant damage plus 10 (2d6) slashing damage plus 14 (4d6) radiant damage.

 Mercy – Anti-Magic Bayonet Pistol.
Ranged Weapon Attack: +18 to hit, range 120 ft., one target. Hit: 27 (4d10 + 10) piercing damage plus 14 (4d6) radiant damage. This attack ignores resistance to nonmagical bludgeoning, piercing, and slashing damage.
Melee (Bayonet): +18 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 10) piercing damage plus 10 (2d6) slashing damage plus 14 (4d6) radiant damage.

Hallowed Barrage (Recharge 5–6).
Aurion fires a spiraling burst of radiant rounds. Each creature in a 60-foot cone must make a DC 26 Dexterity saving throw, taking 72 (16d8) radiant damage plus 45 (10d8) force damage on a failed save, or half as much damage on a successful one. Creatures reduced to 0 hit points are disintegrated into light.

Lunge of the Fallen Star.
Aurion dashes in a 30-foot line. Each creature in the line must make a DC 26 Dexterity saving throw, taking 45 (10d8) slashing damage plus 27 (6d8) radiant damage on a failed save, or half as much on a success. Aurion ends adjacent to a creature in the line.

Angel’s Reload.
Aurion reloads both pistols without using an action (free, once per turn).

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Aurion has three reactions each round.

 Bullet Parry.
Reduce ranged damage Aurion takes by 40.

Deflect Melee.
Reduce melee damage Aurion takes by 30.

Counter Shot.
When a creature misses an attack against Aurion, he makes one pistol attack against that creature.

Legendary Actions

Aurion can take 3 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.

 Snap Shot.
Aurion makes one pistol attack.

Bayonet Combo.
Aurion makes two bayonet melee attacks.

Wings of Momentum (Costs 2 Actions).
Aurion moves up to 30 feet and makes one attack with advantage.

 Absolute Judgement (Costs 3 Actions).
One creature Aurion can see must succeed on a DC 24 Wisdom saving throw or be stunned until the end of Aurion’s next turn.

PHASE TWO: SERAPHIC OVERDRIVE

Stellar Burst (Mythic, Legendary Action, Costs 3 Actions).
Aurion releases a celestial explosion. All creatures within 40 feet take 66 (12d10) radiant damage and 66 (12d10) thunder damage and must make a DC 26 Constitution saving throw or be blinded and deafened for 1 minute.

Mythic Actions

Mythic Trait: Seraphic Overdrive.
When Aurion is reduced to 0 hit points, he does not die. Instead, he reforms in a mythic second phase with 290 hit points and gains new abilities listed under Phase Two.

 

Description

Aurion Vanthal is a figure carved from heaven’s sternest judgment and the elegance of mortal craftsmanship. Standing nearly seven feet tall, he possesses the unmistakable poise of an aasimar touched by the higher planes—bronze-gold skin that faintly glows from within, hair like threads of molten silver, and eyes that burn with a cold, steady radiance. Every movement he makes carries the fluid precision of a master warrior who has long surpassed the limitations of muscle, instinct, and fear.

His armor is a fusion of celestial metal and mortal engineering: overlapping plates of brushed starmetal etched with glowing scripture, reinforced by arc-reactive joints that channel radiant energy with every shift of his stance. When he draws breath, sigils engraved along the armor’s surface hum with quiet light, as if the heavens themselves support his frame.

Strapped to his thighs hang his legendary bayonet pistols—Judgement and Mercy—sleek firearms forged in the Celestial Arsenal. Their barrels are inscribed with runic circuits that flare white whenever Aurion fires a round, and each is fitted with a razor-edged bayonet that gleams like a shard of fallen starlight. The weapons are both sacred relics and brutal instruments, capable of firing radiant shells across impossible distances or slicing through armor in the flash of a melee exchange.

Aurion’s presence is intense, disciplined, and impossibly composed. He carries himself like a warrior who cannot imagine defeat—not out of arrogance, but because his entire existence has been shaped around fulfilling an unbreakable cosmic duty. His voice is low and controlled, echoing with faint harmonic overtones, as though two beings speak through him at once. When he invokes his divine power, radiant wings of fragmented light unfurl behind him, casting long, sharp shadows that flicker like angelic afterimages.

Though he is a creature of immense power, there is an unmistakable sorrow woven into his stoic expression. Aurion is the last of the Seraphic Gun-Lancers, executioners forged by the Celestial Courts to bring final judgement to worlds in crisis. He carries the weight of countless verdicts handed down and countless fates sealed—some just, some necessary, and some that haunt him still. Now he walks his own path, no longer bound to divine command, believing that only he can determine which civilizations deserve salvation… and which must face his inexorable judgement.

When battle begins, Aurion moves with impossible speed, as though reality slows around him. Bullets curve to avoid him. Blades miss by a breath. And when he unleashes his full mythic power—when the second set of wings ignites and he enters Seraphic Overdrive—it is as though a fragment of the heavens themselves has descended to end the fight.

Aurion Vanthal is not merely a foe.
He is an event—
a verdict written in light and gunfire,
delivered by the last executioner of the stars.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

jacobwestbrook72

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