Medium Humanoid (Goblinoid), Lawful Neutral
Armor Class 19 (+1 Plate Mail)
Hit Points 128 (17d8 + 51)
Speed 30 ft.
STR
20 (+5)
DEX
10 (+0)
CON
16 (+3)
INT
16 (+3)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws STR +9, CON +7, INT +7
Skills Arcana +7, Perception +4
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Elvish, Goblin
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Martial Advantage. Once per turn, Aelin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of Aelin's that isn't incapacitated.

Legendary Resistance 3/day. if Aelin fails a saving throw he can choose to succeed instead. 

Eldritch Strike. Once per turn, when Aelin hits a creature with a melee attack he may force them to make a DC 15 wisdom saving throw. On a failed save they have disadvantage on all saving throws imposed by Aelin until the end of his next turn. 

Circlet of Singularity. Aelin possesses may cast each of the following once per day using the circlet he wears on his head without expending a spell slot. magnify gravity, pulse wave, gravity sinkhole. These spells are cast at their base level and all saving throws ar DC 15. 

Spellcasting.  Aelin is a 17th level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). He knows the following wizard spells: 

Cantrips (at will): fire bolt, thunderclap, prestidigitation

1st level (4 slots): magnify gravity, shield, gift of alacrity*, magic missile, absorb elements

2nd level (3 slots): scorching ray, warding wind, darkness

3rd level (3 slots): slow, pulse wave, fireball

*Aelin casts these spells on himself before combat.

 

Actions

Multiattack. Aelin makes three spectra longsword attacks or two spectra longsword attacks and one gravity bolt attack. 

Spectra Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage, or 11 (1d10 + 6) slashing damage if used with two hands, and 7 (2d6) damage of the chosen type from acid, thunder, lightning, fire, or cold. This damage can be changed as a bonus action. 

Gravity Bolt. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 14 (4d6) force damage and the target has their speed halved until the end of their next turn. 

Legendary Actions

Aelin can take 3 legendary actions choosing from the options below. Only one legendary action option may be used at a time and only at the end of another creature's turn. Aelin regains all spent legendary actions at the end of his turn. 

Spectra Longsword. Aelin makes an attack using the spectra longsword.

Arcane Charge. Aelin teleports up to 30 ft. 

Eruption (cost 2 actions). Aelin releases a wave of intense heat from his body, all creatures within 20 ft. must make a DC 15 constitution saving throw. They take 21 (6d6) fire damage on a failed save or half as much on a success. 

Description

Aelin is a prodigal eldritch knight, a warrior mage if the kryn dynasty. He has trained and studied dunamancy and evocation magics since childhood as well as in his previous life as a drow. He has a masterful control over elemental fire as well as manipulation of gravity. 

Lair and Lair Actions

Aelin's lair is anywhere that has a natural resonance with the elemental planes of fire or earth. He knows how to construct such a resonance field using an array of enchanted obsidian crystals. While in a field such as this, and while he is wearing the ring of the obsidian lord, Aelin regains 10 hit points at the beginning of his turn if he has at least 1 hit-point. 

On initiative count 20 (losing initiative ties), Aelin takes a lair action to cause one of the following magical effects. 

Pillar of Fire. A pillar of flames erupts in a space of Aelin's choice within 120 ft. Within the lair. The pillar is 5 ft in diameter and 60 ft high. All creatures within 10 ft of the pillar must make a DC 15 Dexterity saving throw. They take 14 (4d6) fire damage on a failed save or half as much on a success. Creatures in the chosen space have disadvantage on their saving throw. 

Heat Wave. An intense wave of heat rushes across the field. All creatures in the lair must make a DC 15 constitution saving throw or take a single level of exhaustion. Creatures who are resistant to fire have advantage on this saving throw and creatures who are immune to fire damage are exempt. 

Obsidian Elemental. Aelim summons an Obsidian elemental to fight at his side. This Obsidian Elemental acts immediately and then rolls initiative, taking it's place in the initiative order in the following round. 

 

Monster Tags: Goblinoid

Habitat: DesertForestGrasslandHillUnderdark

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