Aurolar
Medium Celestial, Typically Neutral Good
18 (+4)
18 (+4)
18 (+4)
17 (+3)
20 (+5)
20 (+5)
Angelic Weapons. The aurolar's weapon attacks are magical. When the aurolar hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
Legendary Resistance (3/Day). If the aurolar fails a saving throw, it can choose to succeed instead.
Aurora Wings. The aurolar's wings are made of beautiful dancing waves of light. When a creature starts its turn within 30 feet of the aurolar and can see the aurolar's wings, the aurolar can magically force it to make a DC 19 Charisma saving throw, unless the aurolar is incapacitated.
On a failed saving throw, the creature is charmed by the aurolar for 1 minute. While charmed by the aurolar, a creature is incapacitated and has a speed of 0. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the aurolar's Aurora Wings for the next 24 hours.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the aurolar until the start of its next turn, when it can avert its eyes again. If the creature looks at the aurolar in the meantime, it must immediately make the save.
Actions
Multiattack. The aurolar makes two attacks with its battle axe.
Battle Axe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 18 (4d8) radiant damage.
Invisible Passage. The aurolar magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). While invisible, it leaves no physical evidence of its passage, so it can be tracked only by magic. Any equipment it wears or carries is invisible with it.
Spellcasting. The aurolar casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 19):
At will: color spray, dancing lights, detect magic, divination, guidance, nondetection (self only), sending
1/day each: faerie fire, prismatic spray, prismatic wall, sunbeam, sunburst
Legendary Actions
The aurolar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aurolar regains spent legendary actions at the start of its turn.
Attack. The aurolar makes one attack with its battle axe.
Fly. The aurolar flies up to half its fly speed without provoking opportunity attacks.
Cast a Spell (Costs 2 Actions). The aurolar uses Spellcasting.
Invisibility (Costs 3 Actions). The aurolar uses its invisible passage.
Aurolars are radiant celestials with an affinity for northern tribespeople. Their humanoid forms are appended with spectral wings that mimic the displays of an aurora. Colorful lights dancing in the sky are often taken as a clear sign that an aurolar is watching over the area.
Patrons of Warriors. It is said that the aurolars look particularly kindly on those who have been hardened by combat or a strenuous life of physical labor. They have been known to grant personalized, individual blessings to those that have displayed acts of heroism or bravery in their presence.
Terrifying in Combat. Aurolars fight with a dizzying ferocity, showing no mercy to those who have been deemed to be on the wrong side of good, truth, and justice. They rarely, however, interfere with affairs on the Material Plane, acting only when the circumstances demand it, usually to ward off demonic invasions or overwhelming infernal presences.