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AURA BELLA FIORA Master Tamer: Any beast companion of Aura’s within 200 ft of her gains the

Medium Humanoid (Dark Elf) (Neutral Evil) following benefits:


• They gain an additional attack when they take the Attack action.
Armor Class: 23 (leather) • They can an additional +10 ft of movement.
Hit Points: 1104 (92d8+736) • They can replace their attack stat with Aura’s Wisdom modifier for
Speed: 50 ft attack and damage rolls.
• Any spell Aura casts on herself can also affect up to three beast
STR DEX CON INT WIS CHA companions within 60 ft of her.
21 (+5) 28 (+9) 22 (+6) 23 (+6) 22 (+6) 26 (+8) • They have advantage on all saving throws.
• They can use their action to make a melee attack against each
Saving Throws: Str +11, Dex +15 creature of its choice within 5 ft of it.
Damage Resistances: Fire
• When hit with an attack, they can use their reaction to half the
Damage Immunities: Poison; Bludgeoning, Slashing, Piercing from Non-
damage it takes.
Magical Weapons and Magic Weapons of a +1 Bonus
• Any benefits Aura has against Favored Enemies, the companion
Condition Immunities: Poisoned, Charmed
shares.
Skills: Stealth +15, Animal Handling +14, Nature +14, Perception +12
Senses: Darkvision 120 ft, Passive Perception 22
Apex Predator: Aura and her beasts gains the following benefits against any
Languages: Common
favored enemies:
Challenge: 33 (215,000 XP)
• The first time they make an attack against Aura, they must make a
Wisdom saving throw or become frightened for 8 rounds. The
Fluid Striding: Aura’s movement can’t be reduced by any magical means and
creature can repeat the saving throw at the end of each of their
no solid terrain is considered difficult terrain for her and can’t be damaged
turns.
from non-sentient magical or non-magical plants, such as thorns or the spike
• Aura has advantage on saving throws against spells.
growth spell. In addition, Aura can’t be tracked by non-magical means, unless
she chooses otherwise. • Aura’s weapon attacks can’t be made with disadvantage.
• Once per round when Aura reduces the creature to 0 hit points on
Feral Foe Slayer: Aura adds her Wisdom modifier to all of her attack and her turn while it is frightened of her, she can roll a d6. On a 5-6,
damage rolls (included in stats). In addition, Aura doesn’t suffer disadvantage Aura can take an additional turn immediately following this turn.
on attack rolls against creatures she can’t see and knows the location of any After rolling, she can expend 7 spell points to gain an additional turn
invisible creatures within 30 ft, provided the creature isn’t hidden and she isn’t on a 4-6.
blinded or deafened.
Hide in Plain Sight: Aura can spend 1 minute to camouflage herself, a willing
Favored Enemies: Aura has the following benefits against all beasts, creature, or an object that fits in a 10 ft cube. Once camouflaged in this way,
humanoids, dragons, and aberrations:
the creature gains a +10 bonus to Dexterity (Stealth) checks as long as it takes
• Aura deals an additional +6 to damage rolls. no actions or moves more than 10 ft on its turn. Once Aura moves more than
• Aura gains a +2 to attack rolls. 10 ft or take an action or reaction, she must camouflage the creature again to
• Aura has advantage on Survival checks to track and recall gain this benefit. If she uses this feature on an object, the DC of the Intelligence
information about the creature types. (Investigation) check to see the object increases by 5. This benefit is lost if the
• Aura has advantage on saving throws against spells and abilities object is moved.
used by dragons or aberrations.
Primeval Awareness: Aura can spend 1 minute to sense the presence of any
Natural Explorer: Aura has advantage on initiative rolls and, on her first turn favored creature within 5 miles of her. This feature reveals the location and
in combat, has advantage on attack rolls against creatures that haven’t acted numbers of such creatures within the area.
yet. In addition, Aura gains the following benefits no matter the terrain she’s
in: ACTIONS
• Difficult terrain doesn’t slow Aura’s group’s travel. Multiattack: Aura makes three longbow or queen attacks.
• Aura’s group can’t become lost by any means, including magical.
Queen: Melee Weapon Attack: +21 to hit, reach 15 ft., one creature. Hit: 17
• When traveling, Aura’s group can move stealthily at a normal pace. (1d4+15) slashing damage.
• Even when Aura is engaged in another activity while traveling, (such
as foraging, navigating, or tracking), she remains alert to danger. Longbow, +3: Melee Weapon Attack: +26 to hit, reach 600 ft., one creature.
• When Aura forages, she finds twice as much food as she normally Hit: 21 (1d8+17) piercing damage.
would.
• While tracking other creatures, Aura also learns their exact number,
BONUS ACTIONS
their sizes, creature type, and how long ago they passed through Fleet of Foot: Aura can use the Dash action.
the area. Vanish: Aura can use the Hide action.
• Aura has advantage on all Insight, Investigation, Nature, and
Survival checks while in nature. Breath Composition: Aura can target any creature within 5 miles of her and
force them to make a Wisdom saving throw. On a fail, the target becomes
Limited Spell Immunity: Unless Aura wishes it, she is immune to all spells of 4th frightened or charmed, Aura’s choice, for 1 minute.
level or lower.
Legendary Resistance (5/day): If Aura fails a saving throw, she can choose to LEGENDARY ACTIONS
succeed instead. Aura can take 4 legendary actions, choosing from the options below. Only one
Spellcasting: Aura is a 15th-level spellcaster. Her spellcasting ability is Wisdom legendary action option can be used at a time and only at the end of another
(spell save DC 20, +12 to hit with spell attacks). Aura has 94 spell points that creature’s turn. Aura regains spent legendary actions at the start of their turn.
replenish after every long rest. Aura has the following ranger spells prepared:
• 1st level (2 points): Ensnaring Strike, Hunter’s Mark, Zephyr’s Strike Attack: Aura makes one longbow or queen attack.
• 2nd level (3 points): Pass Without Trance, Spike Growth Command Strike: One of Aura’s companion beasts make one attack.
• 3rd level (5 points): Flame Arrows, Protection from Energy, Wind Galactic Shot (Costs 2 Action): Aura makes one longbow attack on any
Wall creature, regardless of range as long as its in her line of sight.
• 4th level (6 points): Conjure Woodland Beings, Grasping Vine
• 5th level (7 points): Commune with Nature, Conjure Volley, Scrying,
Swift Quiver
• 6th level (9 points): Primordial Ward
• 7th level (10 points): Plane Shift

Fighting Style-Archery: Aura gains +2 to attack rolls with ranged weapons.


Dragon Scale Leather Armor, Blue
EQUIPMENT OF AURA BELLA FIORA (Leather) Very Rare

Longbow, +3 Provides the wearer +3 to AC and resistance to fire damage.


(Longbow) Legendary

This weapon has a +3 to attack and damage rolls. Ammunition for this weapon
is summoned by the bow for each attack made and disappears after the attack
is made, whether it hits or misses.

Queen
(Whip) Very Rare

This weapon has a +2 to attack and damage rolls.

Depiction of Nature and Society


(Wonderous Item) World Item

Ring of Sustenance
(Ring) Rare

While wearing this ring, Aura doesn’t need to eat, drink, or sleep.

Ring of Ainz Ooal Gown


(Ring) Very Rare

Allows for the wear to cast the teleport spell at will within the walls of the Great
Tomb of Nazarick.
FENN LEGENDARY ACTIONS
Large Beast (Unaligned) Fenn can take 2 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
Armor Class: 17 (natural armor) creature’s turn. Fenn regains spent legendary actions at the start of their turn.
Hit Points: 323 (38d10+114)
Speed: 70 ft Detect: Fenn makes a Wisdom (Perception) check.
Attack: Fenn makes one claw or bite attack.
STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 17 (+3) 14 (+2) 14 (+2) 10 (+0)

Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical


Weapons
Skills: Perception +7, Stealth +11
Senses: Passive Perception 19
Languages: ---
Challenge: 21 (33,000 XP)

Keen Hearing and Smell: Fenn has advantage on Wisdom (Perception) checks
that rely on hearing or smell.

Crown Companions: While within 200 ft of Aura, Fenn gains the following
benefits (included in stats):
• It gains an additional attack when they take the Attack action.
• It gains an additional +10 ft of movement.
• It can replace their attack stat with Aura’s Wisdom modifier for
attack and damage rolls.
• It has advantage on all saving throws.
• It can use their action to make a melee attack against each creature
of its choice within 5 ft of it.
• When hit with an attack, it can use its reaction to half the damage
it takes.
• It shares any benefits Aura has against Favored Enemies.

Land Stride: Fenn in immune to nonmagical movement restrictions and


difficult terrain. In addition, it isn’t slowed and doesn’t take damage from
nonmagical plants.

Pack Tactics: Fenn has advantage on attack rolls against a creature if at least
one of its allies is within 5 feet of the creature and the ally isn’t incapacitated.

ACTIONS
Multiattack: Fenn makes 1 bite and 2 claw attack. Its additional attack from
Master Tamer can be either.

Bite: Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 20
(4d6+6) piercing damage.

Claw: Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 13
(3d4+6) slashing damage.
QUADRACILE LEGENDARY ACTIONS
Large Beast (Unaligned) Quadracile can take 2 legendary actions, choosing from the options below.
Only one legendary action option can be used at a time and only at the end of
Armor Class 18 (natural armor) another creature’s turn. Quadracile regains spent legendary actions at the
Hit Points: 322 (43d10+86) start of their turn.
Speed: 70 ft, climb 70 ft
Attack: Quadracile makes one tail or tongue whip attack.
STR DEX CON INT WIS CHA Hide: Quadracile makes a Dexterity (Stealth) check.
18 (+4) 16 (+3) 15 (+2) 10 (+0) 13 (+1) 11 (+0)

Damage Resistances: Lightning; Bludgeoning, Piercing, and Slashing from


Nonmagical Weapons
Skills: Stealth +9
Senses: Passive Perception 17
Languages: ---
Challenge: 20 (25,000 XP)

Chameleon: Quadracile as advantage on Dexterity (Stealth) checks.

Ambush Hunter: Quadracile can deal an additional 28 (8d6) damage when she
it’s a target with a weapon attack and has advantage on the attack roll or when
the target is within 5 ft of an ally of Quadracile that isn’t incapacitated and
doesn’t have disadvantage on the attack roll.

Crown Companions: While within 200 ft of Aura, Quadracile gains the


following benefits (included in stats):
• It gains an additional attack when they take the Attack action.
• It gains an additional +10 ft of movement.
• It can replace their attack stat with Aura’s Wisdom modifier for
attack and damage rolls.
• It has advantage on all saving throws.
• It can use its action to make a melee attack against each creature
of its choice within 5 ft of it.
• When hit with an attack, it can use their reaction to half the damage
it takes.
• It shares any benefits Aura has against Favored Enemies.
ACTIONS
Multiattack: Quadracile makes three attacks of any combination of tail or
tongue whip attacks.

Tail: Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 18 (4d6+6)
bludgeoning damage.

Tongue Lash: Ranged Weapon Attack: +12 to hit, reach 20 ft., one creature.
Hit: 12 (2d6+6) bludgeoning damage plus 13 (3d8) poison damage.

Lightning Breath (Recharge 6): Quadracile exhales lightning in a 50 ft long and


5 ft wide line. Each creature in that area must make a DC 19 Dexterity saving
throw. On a fail, the creature takes 76 (17d8) lighting damage, half on a
success.

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