Aura's Name. Alozaten can only be hit by spells that use a type of aura, or can only be attacked by characters with aura properties, unless using an aura attack for some time or regaining special aura.
Spellcasting. Alozaten is a 20-level spellcaster. His spellcasting ability is 30 (spell save DC 20, +10 to hit with spell attacks). Alozaten has following Wizard spells prepared:
Cantrips (at will): Fire Bolt, Frostbite, Gust, Ray of Frost
1st level (5 slots): Absorb Elements, Detect Magic, Magic Missile, Comprehend Languages, Alarm
2nd level (2 slots): Gust of Wind, See Invisibility
3rd level: (3 slots): Counterspell, Lightning Bolt, Fireball
4th level (6 slots): Confusion, Fire Shield, Hallucinatory Terrain, Ice Storm, Storm Sphere, Wall of Fire
Dark Aura Barrier. Alozaten puts up a barrier that blocks incoming attacks that can handle 100 Hit Points of damage - Alozaten can be hit for 3 rounds by any attack after the barrier breaks.
Aura Blade. Sword Melee Weapon Attack: +10 to hit, reach 30 ft., 1-3 target. Hit: 14 (1d10 + 4) Slashing damage.
Aura's Shotgun. Ranged Weapon Attack: +10 to hit, range 30/50 ft., 1 target. Hit: 20 (1d20) Force damage.
Aura Spike. Alozaten will automatically generate a spike of his aura and jam it into the player character that attacks him, but allows Alozaten to be hit by regular attacks for as long as the spike is lodged in. This will last for 5 of the player's actions on 1d10 damage unless the spike is removed before those 5 actions are over. After the spike is removed, it returns to Alozaten and gives the players each an action to attack Alozaten with any attack. This reaction will activate only by Melee attacks.
Alozaten has 2 legendary actions, one for offense and one for defense. He will start using his offensive action starting at 500 Hit Points, and he will start using his defensive action at 200 Hit Points.
Ultimate Strength (Costs 2 Actions). This buffs up Alozaten's Strength and Intelligence stat in exchange for less Charisma and Dexterity. This also strengthens his attacks by +3d20.
Aura's Heal (Costs 4 Actions). Alozaten commands his aura to duplicate and heal him, healing him for 10d20 Hit Points. This can only be used twice.
Description
A monster of aura control, any who fall under his command get controlled but get much stronger in return. There is a reason why many fear him, and his minions will attack if he hears about why he is feared.
Lair and Lair Actions
You are forced into an empty black orb the size of a large skyscraper in the Underdark. It is impossible to see until someone puts up a light. It's still black and void, but you can clearly see who your enemy is.
Lair Actions
On initiative count 3 (losing initiative ties), Alozaten takes a lair action to cause one of the following effects; Alozaten can’t use the same effect two rounds in a row:
- Alozaten uses the surrounding Dark Aura to cloud out all resistances and immunities. This fails if at least one player character doesn't have a resistance or immunity.
- Alozaten spawns in monsters from outside the orb and brings them in. You cannot kill Alozaten while the monsters are also inside the orb - you must kill the monsters first.
Regional Effects
The region containing the legendary Alozaten’s lair is Dark Aura Control, which creates one or more of the following effects:
- The monsters you encounter will be 3 challenge levels stronger than normal and have +1d20 more power in all of their attacks.
- Rarely, before Alozaten is defeated, you'll be able to free a monster from Alozaten's control and be able to temporarily recruit them for the fight against Alozaten. They are able to attack him due to still having aura properties. Once Alozaten has been peaced, they will leave the party.
If Alozaten is peaced, these effects fade over the course of 1d4 days.