Aurora Captain (5e Creature)
Aurora Captain[edit]
Medium celestial, neutral good Armor Class 20 (plate, shield)
Saving Throws Str +10, Dex +10, Int +8 Aura of Light. The aurora radiates bright light in a 60-foot radius. If an undead enters or ends its turn inside the aura, it takes 9 (2d8) radiant damage. Celestial Weapons. The aurora's weapon attacks are magical, and deal an extra 9 (2d8) radiant damage on a hit (included in the attack). Unicorn Mount. The aurora needs no saddle to ride a unicorn, additionally, the aurora uses only 5 feet of movement to mount and dismount. ACTIONSMultiattack. The aurora makes two attacks. Blast of Light. Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 17 (2d12 + 4) radiant damage. Broadsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing or piercing damage plus 9 (2d8) radiant damage. Lance. Melee Weapon Attack: +10 to hit, reach 10 ft. (with disadvantage if the target is within 5 feet of the aurora), one target. Hit: 11 (1d12 + 5) piercing damage plus 9 (2d8) radiant damage. Summon Warrior (1/Day). The aurora summons 1d6 aurora warriors, which appear in empty spaces within 40 feet of the aurora.
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When an aurora warrior shows great skill a planetar could take it off for special training. When the aurora returns it is stronger and respected among the rest of its kind. These captains lead divisions of warriors into battle. Unicorn Master. Although warriors train with unicorns, captains take it to a whole new level. They can mount easily and need no saddle to ride the noble beasts. A captain usually forms a bond with one unicorn, defending it to the death. |
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