| Mod | Save | ||
|---|---|---|---|
| STR | 15 | +2 | +2 |
| DEX | 9 | −1 | −1 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 10 | +0 | +0 |
| CHA | 1 | −5 | −5 |
Unusual Nature. Aurellians don't require air or sleep
Action Name. Enter the description for your action.
Tendril. Melee Attack: +4 to hit, reach 13 ft., 1-6 targets. Hit: 11 (1d8 + 3) [Bludgeoning] Hit: 4 (1d4 + 0) [Radiant] damage.
Grapple. up to five entities within 13 feet can be affected. Subtract one target from Tendril for each grappled target.
Acid Blood. if an aurellian takes at least 15 piercing or Slashing damage a 9 by 9 sphere of luminescent blue ochre spills out of the intrusion. Anything in range takes 1d8 acid damage. Entitys with heavy armor take no damage
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 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
Aurellians are, in essence, giant bioluminescent blue jellyfish found in space, sky, and sea. They are inexplicably present on all planes. they are typically found in groups of 3-20 individuals
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.
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