Legendary Resistance (2/day). If the Auralith fails a saving throw, it can choose to succeed instead
Spider Climb. The Arch Auralith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Multiattack. The Arch Auralith can make Three attacks with either it's fangs or claws
Fangs. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. (2d10 + 8) piercing damage
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. (3d6 + 8) piercing damage
Move. The Arch Auralith moves up to its speed
Emergency Teleport. When the Arch Auralith is reduced to less than 10% of her maximum hit points, she immediately activates her emergency teleportation response. The Arch’s main body becomes engulfed in brilliant crystalline energy and vanishes, teleporting instantaneously to the Auralith homeworld. The Arch automatically succeeds on this teleportation and cannot choose to resist the effect. This teleportation ignores distance, planar boundaries, and magical effects that would normally prevent teleportation. Once Emergency Teleport is used, it cannot be used again until the Arch returns to the Auralith homeworld and completes a long rest.
Description
The penultimate form of the Auralith line of monsters, only around one in a thousand Small Auraliths manage to evolve into an Arch Auralith. this massive crystal behemoths mere presence sends nearby cities into a constant state of fear. The Auralith are a race of crystalline beings from another world, the Auralith are hostile towards all living beings and tend to invade worlds, consuming and destroying anything they find until they move on to the next world. None but the strongest or most foolhardy adventurers dare to even challenge this beast.
Lair and Lair Actions
Previous Versions
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8/19/2026 9:56:35 PM
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Coming Soon
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