| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 18 | +4 | +10 |
| CON | 20 | +5 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 22 | +6 | +12 |
| WIS | 18 | +4 | +10 |
| CHA | 16 | +3 | +3 |
Omniscient Preparation. Aurexis cannot be surprised, and has advantage on initiative rolls.
Predictive Targeting. At the start of Aurexis's turn, one creature he can see has disadvantage on its first attack roll before Aurexis's next turn.
Fey Phase Matrix. When Aurexis takes damage, he can teleport 15ft. as a reaction. Recharge 4 - 6.
Spellcasting. Aurexis, The Warden of Observation is a 15th-level spellcaster. Its spellcasting ability is Intelligence. (Spell Save DC 22, +14 to hit with spell attacks). Aurexis has the following wizard spells prepared:
Cantrips (at will): Minor Illusion, Mage Hand, Encode Thoughts
1st level (4 slots): Detect Magic, Disguise Self
2nd level (3 slots): Blur, Hold Person
3rd level (3 slots): Hypnotic Pattern, Slow
4th level (3 slots): Blight, Confusion
5th level (2 slots): Synaptic Static
6th level (1 slots): Mass Suggestion
Aurexis’s spells that normally require concentration do not require concentration for him, and cannot be disrupted.
Multiattack. Aurexis makes two attacks, choosing from Data Lance or Unarmed Strike. He can replace one attack with Data Lance.
Data Lance. Ranged Spell Attack: +14 to hit, range 30/90 ft., one target. Hit: 28 (4d10 + 6) force damage.
Memory Collapse (Recharge 5–6). Aurexis releases a wave of collapsing thought patterns. Up to three creatures of Aurexis’s choice within 30 feet of him must succeed on a DC 22 Wisdom saving throw or be stunned until the end of their next turn.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d10) force damage.
Phase Shift. Aurexis teleports up to 30ft. to an unoccupied space he can see.
Data Correction. When a creature succeeds on a saving throw, Aurexis may force it to reroll and take the lower result.
Aurexis 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. Aurexis regains spent legendary actions at the start of his turn.
Scan (Costs 1 Action). Aurexis rapidly analyses incoming threats. Until the start of his next turn, he has advantage on all saving throws.
Phase Step (Costs 1 Action). Aurexis teleports up to 15 feet to an unoccupied space he can see.
Data Lance (Costs 2 Actions). Aurexis makes one Data Lance attack.
Description
Aurexis is a tall, slender drow of precise, almost artificial posture, his movements measured as if every motion is pre-calculated. His skin is a deep obsidian-grey, unmarred by scar or age, and faintly reflective under arcane light. His eyes glow with shifting glyphs rather than pupils, sigils constantly rewriting themselves as he observes the world around him. These glyph-eyes never blink.
He wears phase-woven robes that hang weightlessly from his frame, their layers partially desynchronized from reality. Threads of dim violet and pale cyan energy drift through the fabric like data through glass, occasionally slipping out of phase before snapping back into alignment. The robes never ripple from wind or motion, instead adjusting themselves with silent, deliberate precision.
Orbiting Aurexis’s body are floating arcane data sigils — translucent geometric constructs formed from light, runes, and mathematical glyphs. They rotate at differing speeds and distances, occasionally collapsing into lines or spirals before reassembling. These sigils react to nearby magic, living minds, and planar instability, subtly shifting whenever Aurexis focuses his attention.
Despite his slender build, Aurexis radiates an oppressive sense of inevitability rather than physical threat. His presence feels like being observed by an unseen intelligence, catalogued and evaluated in real time. When he speaks, his voice is calm, controlled, and devoid of emotional inflection, as though emotions are variables he has long since accounted for and discarded.
Lair and Lair Actions
Lair Actions
While Aurexis is in his lair and not incapacitated, the lair itself acts on initiative count 20 (losing initiative ties). This occurs every round regardless of Aurexis’s position in the initiative order. The lair does not roll initiative.
On initiative count 20, Aurexis causes one of the following effects; he can’t use the same effect two rounds in a row.
Aurexis imposes disadvantage on one creature’s next saving throw before the end of its next turn.
Visual data within the lair desynchronizes. Until initiative count 20 on the next round, the area is lightly obscured to Aurexis’s enemies.
Aurexis disrupts spatial alignment. Each creature of his choice must succeed on a DC 22 Dexterity saving throw or have its speed reduced to 0 until the end of its next turn.
Regional Effects
The region containing Aurexis’s lair is warped by constant observation, creating the following effects.
Creatures within the lair, other than Aurexis, roll initiative with disadvantage at the start of combat.
Creatures within 1 mile of the lair feel persistently observed, often noticing delayed reflections, visual distortions, or faint echoes of thought.
Divination magic cast within 1 mile of the lair produces unusually precise and sometimes unintended information, at the DM’s discretion.
If Aurexis dies, these effects fade over the course of 2d10 days.
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