| Mod | Save | ||
|---|---|---|---|
| STR | 27 | +8 | +33 |
| DEX | 26 | +8 | +33 |
| CON | 30 | +10 | +37 |
| Mod | Save | ||
|---|---|---|---|
| INT | 22 | +6 | +29 |
| WIS | 26 | +8 | +34 |
| CHA | 28 | +9 | +36 |
Structural Rupture
Healing reduced by 50%.
When healed, creature takes 10 force damage.
Unraveling Presence
Creatures within 25 ft take 20 force at start of turn.
Multiattack
2 Tension Strikes
+18 to hit
8d12 force
Tension Sever
On hit, reduce target’s max HP by force damage dealt.
Restored only by long rest.
Planar Snap (Recharge 5–6)
Teleport 40 ft
Leave rift
At start of next round: 8d10 force in 20 ft radius.
Legendary Resistances: 2
Legendary Actions (3/round)
- Tear Step – Teleport 20 ft
• Filament Lash – 4d10 force
• Structural Collapse (cost 2) – 20 ft radius, DC 21 Con or restrained in spectral threads
Description
Aureate, the Filament Unbound
When the fire gutters and the halos fall silent, what remains is not radiant, nor wrathful. The towering form collapses inward, wings dissolving into pale threads of light that stretch and tremble like exposed nerves. Aureate stands neither masculine nor feminine now — a wan, hollow figure woven from thin strands of luminous force. The gold is gone. The warmth is gone. Only structure remains: divine power stripped of divinity itself. In this form, Aureate is not a god defending creation, but the raw filament beneath it — immense, unstable, and terribly unmoored.
Lair and Lair Actions
ROUND 1 — Falling Pillars
Option A — Dive Clear
Dex (Acrobatics) DC 20
Success: Avoid debris.
Failure: 6d10 bludgeoning + knocked prone.
Fail by 5+: Restrained under rubble (action to escape DC 20 Athletics).
Option B — Brace and Withstand
Con Save DC 20
Success: Half damage.
Failure: 8d10 bludgeoning.
Fail by 5+: Also stunned until end of next turn.
Option C — Shield Another
Athletics DC 22
Success: Target takes half damage, you take half.
Failure: Both take full.
ROUND 2 — Radiant Shockwave
Option A — Anchor Yourself
Strength (Athletics) DC 20
Success: Stay in place.
Failure: Thrown 20 ft and take 5d10 force.
Fail by 5+: Fall into fissure edge (Dex save next turn to avoid drop).
Option B — Ride the Wave
Dex Save DC 20
Success: Move up to 30 ft without provoking.
Failure: 6d10 force and knocked prone.
Option C — Stabilize the Engine
Arcana or Religion DC 22
Success: Reduce next collapse damage by 2d10 for everyone.
Failure: Take 4d10 force.
ROUND 3 — The Roof Gives Way
Option A — Find Cover
Perception DC 22 to spot safe zone
Move to it.
If you reach it: no damage.
If you fail: 10d10 bludgeoning.
Option B — Deflect Debris
Attack roll vs AC 25 (representing breaking stone mid-air)
Success: Reduce incoming damage by half.
Failure: Take full.
Option C — Endure the Skyfall
Con Save DC 26
Success: Half damage.
Failure: 10d10 bludgeoning.
Fail by 5+: Gain 1 level exhaustion.