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Aurora Horribilis

Large · Aberration · CR 9 · Chaotic Neutral

Armor Class
15
Hit Points and Hit Dice
119 (14d10+42)
Challenge Rating CR
9

Ability Scores

Core attributes and their modifiers.

STR
8
-1
DEX
20
+5
CON
17
+3
INT
7
-2
WIS
14
+2
CHA
21
+5

Overview

Category Monsters
Size Large
Type Aberration
Alignment Chaotic Neutral
XP 5000
Initiative Bonus +5

Movement

Fly 60 ft (18.3 m)
Hover Yes

Senses

Blindsight 60 ft (18.3 m)
Passive Perception 12

Saving Throws

Wisdom +5 Charisma +8

Skills

Acrobatics +8 Performance +8

Languages

Void Speech

Resistances & Immunities

Damage Immunities
cold, psychic, radiant
Damage Vulnerabilities
force
Condition Immunities
exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained

Traits

Incorporeal Movement

The aurora horribilis can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Reality Adjacent

The aurora horribilis does not fully exist in physical space. If the aurora is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. In addition, attack rolls against it have disadvantage. A creature with truesight doesn’t have disadvantage on its attack rolls, but if that creature looks at the aurora, it must succeed on a DC 16 Wisdom saving throw or be incapacitated with a speed of 0 for 1 minute. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

This trait is disrupted while the aurora is incapacitated or has a speed of 0.

Actions

Blistering Touch

+8 to hit, reach 5 ft (1.5 m). Hit: 3d6+5 plus 3d6 radiant damage.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) cold damage plus 10 (3d6) radiant damage.

Multiattack

The aurora horribilis makes two blistering touch attacks.

Void Song

The aurora horribilis creates a dissonant song. Each creature within 100 feet of the aurora that can hear the song must succeed on a DC 16 Wisdom saving throw or be charmed until the song ends. This song has no effect on constructs, undead, or creatures that can speak or understand Void Speech. The aurora must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the aurora is incapacitated.

While charmed by the aurora, the target suffers the effects of the confusion spell and hums along with the maddening tune. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A target that successfully saves is immune to this aurora's song for the next 24 hours. A target that stays charmed by the aurora's song for more than 1 minute gains one long-term madness.

About Aurora Horribilis

Aurora Horribilis is a large aberration with a Challenge Rating of 9. It has a chaotic neutral alignment.

In combat, this creature maintains an Armor Class of 15 and possesses 119 hit points (derived from 14d10+42).

Aurora Horribilis has communication capabilities including Void Speech. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Aurora Horribilis

3 tips available

When using Aurora Horribilis in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Cold Damage Strategy: Cold-based attacks can slow or freeze. Prepare 'Heat Metal' or fire spells as countermeasures. Ice terrain can be used to create difficult terrain for melee characters.
  • Incorporeal Movement: This creature can pass through objects and walls! Use 'Magic Circle', 'Forcecage', or other magical barriers. Physical obstacles are ineffective.

Player Guide: Facing Aurora Horribilis

3 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Cold Damage Protection: This creature deals cold damage! Get cold resistance or use fire spells. Avoid water surfaces - they can freeze and create difficult terrain. 'Heat Metal' can counter cold.
  • Hit Incorporeal Creature: This creature can pass through objects! Use magical weapons or spells. Physical attacks may not work. 'Magic Missile' or 'Spiritual Weapon' are effective.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 9.

Solo Encounter:

A single character of level 12 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 9,000 XP
  • Hard: 13,500 XP
  • Deadly: 18,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Aurora Horribilis?
Aurora Horribilis has a Challenge Rating of 9, making it appropriate for parties of level 9.0.
What type of creature is Aurora Horribilis?
Aurora Horribilis is a Large Aberration, which affects how certain spells and abilities interact with it.
What languages does Aurora Horribilis speak?
Aurora Horribilis can communicate in Void Speech.

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