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The Traveler's Guide to Aellorah

Beckoned Aurora CR: 2

Small undead,
Armor Class: 15
Hit Points: 48hp (8d6+20) 8d6+20
Speed: , fly: 30 ft , can hover

STR

4 -3

DEX

20 +5

CON

10 +0

INT

14 +2

WIS

8 -1

CHA

12 +1

Damage Vulnerabilities: Radiant
Damage Resistances: Bludgeoning, Slashing, and Piercing from Non-magical Weapons
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: Darkvision 60 ft.
Challenge Rating: 2 ( 450 XP)
Proficiency Bonus: +2

Beckoned Spirit. The aurora does not require air, food, water, or sleep. When it takes necrotic damage, it is instead healed for an equal amount. It is also vulnerable to radiant damage.

Sunlight Sensitivity. The aurora has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Dazzle. Melee Spell Attack: (+4) 1d20+4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) 2d6+2 damage of a type you choose (acid, cold, fire, lightning, poison, thunder).

Hypnotize (Recharge 6). The aurora shifts colors in a hypnotic pattern that entices one creature that can see it. The target creature must make a DC 12 Wisdom saving throw. On a failed save, the creature becomes charmed for up to 1 minute. While charmed by this effect, the creature is incapacitated and has a speed of 0. The effect can be ended by an affected creature if it takes any damage or if someone else uses their action to shake it out of its stupor.

The aurora is a potent tool of control in the Soulbinder's arsenal. They have the ability to use their shifting colored patterns to dazzle creatures, stupefying them and allowing the Soulbinder's allies to swarm them before they have a chance to react. Due to their ever-changing nature, their attacks are unpredictable.


Created by

packetpirate.

Statblock Type

Monster

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