Medium Humanoid (Human), Typically Lawful Evil
AC 14 Chainmail    Initiative +2 (12)
HP 45 (6d8 + 18)
Speed 30 ft.
Mod Save
STR 13 +1 +1
DEX 14 +2 +2
CON 16 +3 +10
Mod Save
INT 10 +0 +0
WIS 12 +1 +6
CHA 11 +0 +0
Skills Athletics +3, Insight +3, Religion +2
Resistances Radiant
Gear Sunblade (Longsword), Chain shirt,
Senses Passive Perception 11
Languages Celestial, Common
CR 2 (XP 450; PB +2)
Traits

Sun-Fervour
The first time the Aurushi Agent is reduced to half its hit points or fewer, its weapon attacks deal an extra 1d6 radiant damage for the rest of the encounter.

Actions

Sunblade Strike
Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1d8 + 2 slashing damage plus 1d6 radiant damage.

Radiant Rebuke (Recharge 5–6)
The Aurushi Agent releases a burst of searing light in a 10‑foot radius. Creatures in the area must make a DC 13 Constitution saving throw, taking 2d8 radiant damage on a failed save, or half as much on a success. On a failure, the creature is blinded until the end of its next turn.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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

Aurushi Agents are disciplined enforcers of the Sun God’s will, trained within the House of the Sun to act as investigators, purifiers, and martial missionaries. They are calm, resolute, and unyielding in their convictions, viewing doubt as weakness and compromise as heresy.

In combat, an Aurushi Agent fights with measured precision, growing more dangerous when wounded as divine fervour overtakes restraint. Their presence is marked by the scent of heated metal and a faint solar glow that intensifies when blood is drawn.

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.

Monster Tags: Human

Habitat: Any

hjhudsonwriter

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