Spellcasting. The Auror is a L2 spellcaster, and has prepared 4 Spells through INTTheir Spell Save DC is 12 and their Spell Attack mod is +4
Warlock Spell Slots L1 OO (Short Rest).
DaggerWand. Weapon Attack. +4 to hit.
Hit. 4 (1d4+1) Force damage.
Eldritch Blast. Spell Attack. +4 to hit, Range 120ft.
Hit. 8 (1d10+2) Force damage.
Expelliarmus Spell Attack. +4 to hit, Range 120ft.
Hit. 5 (1d4+2) Force damage and the target must make a DC 12 CON save or whatever it is holding is thrown 30ft away. Failing the save by 5 or more sends it towards the Auror.
===Reactions===
Shield (Recharge 6). As a reaction, the Auror can add +4 to it's AC until the start of its next turn and is immune to Magic Missile.
Spellcasting. The Auror is a L3 spellcaster, and has prepared 5 Spells through INTTheir Spell Save DC is 12 and their Spell Attack mod is +4
Warlock Spell Slots L2 OO (Short Rest).
DaggerWand. Weapon Attack. +4 to hit.
Hit. 8 (2d6+1) Force damage.
Eldritch Blast. Spell Attack. +4 to hit, Range 120ft.
Hit. 13 (2d10+2) Force damage.
Expelliarmus Spell Attack. +4 to hit, Range 120ft.
Hit. 9 (2d6+2) Force damage and the target must make a DC 12 CON save or whatever it is holding is thrown 30ft away. Failing the save by 5 or more sends it towards the Auror.
===Reactions===
Shield (Recharge 6). As a reaction, the Auror can add +4 to it's AC until the start of its next turn and is immune to Magic Missile.
Counterspell (Recharge 5). As a reaction, the Auror can interrupt the casting of spells within 50ft. Spells of Level 2 or lower automatically fail, otherwise the Auror must make an Intelligence check.
Spellcasting. The Auror is a L5 spellcaster, and has prepared 8 Spells through INTTheir Spell Save DC is 14 and their Spell Attack mod is +6
Warlock Spell Slots L3 OO (Short Rest).
DaggerWand. Weapon Attack. +6 to hit.
Hit. 8 (2d6+1) Force damage.
Eldritch Blast. Spell Attack. +6 to hit, Range 120ft.
Hit. 14 (2d10+3) Force damage.
Expelliarmus Spell Attack. +6 to hit, Range 120ft.
Hit. 12 (2d8+3) Force damage and the target must make a DC 14 CON save or whatever it is holding is thrown 30ft away. Failing the save by 5 or more sends it towards the Auror.
===Reactions===
Shield (Recharge 6). As a reaction, the Auror can add +6 to it's AC until the start of its next turn and is immune to Magic Missile.
Spellcasting. The Auror is a L6 spellcaster, and has prepared 10 Spells through INTTheir Spell Save DC is 14 and their Spell Attack mod is +6
Warlock Spell Slots L3 OO (Short Rest).
DaggerWand. Weapon Attack. +6 to hit.
Hit. 20 (4d8+2) Force damage.
Eldritch Blast. Spell Attack. +6 to hit, Range 120ft.
Hit. 26 (4d10+4) Force damage.
Expelliarmus Spell Attack. +6 to hit, Range 120ft.
Hit. 26 (4d10+4) Force damage and the target must make a DC 14 CON save or whatever it is holding is thrown 30ft away. Failing the save by 5 or more sends it towards the Auror.
===Reactions===
Shield (Recharge 6). As a reaction, the Auror can add +6 to it's AC until the start of its next turn and is immune to Magic Missile.
Counterspell (Recharge 5). As a reaction, the Auror can interrupt the casting of spells within 50ft. Spells of Level 2 or lower automatically fail, otherwise the Auror must make an Intelligence check.
Spellcasting. The Auror is a L9 spellcaster, and has prepared 14 Spells through INTTheir Spell Save DC is 15 and their Spell Attack mod is +7
Warlock Spell Slots L5 OO (Short Rest).
1x DaggerWand Multiattack Weapon Attack. +7 to hit.
Hit. 7 (1d8+2) Force damage.
2x Eldritch Blast Multiattack Spell Attack. +7 to hit, Range 120ft.
Hit. 11 (1d10+5) Force damage.
Expelliarmus Spell Attack. +7 to hit, Range 120ft.
Hit. 12 (1d12+5) Force damage and the target must make a DC 15 CON save or whatever it is holding is thrown 30ft away. Failing the save by 5 or more sends it towards the Auror.
===Reactions===
Shield (Recharge 6). As a reaction, the Auror can add +7 to it's AC until the start of its next turn and is immune to Magic Missile.
Spellcasting. The Auror is a L10 spellcaster, and has prepared 15 Spells through INTTheir Spell Save DC is 15 and their Spell Attack mod is +7
Warlock Spell Slots L5 OO (Short Rest).
1x DaggerWand Multiattack Weapon Attack. +7 to hit.
Hit. 13 (2d10+2) Force damage.
2x Eldritch Blast Multiattack Spell Attack. +7 to hit, Range 120ft.
Hit. 16 (2d10+5) Force damage.
Expelliarmus Spell Attack. +7 to hit, Range 120ft.
Hit. 18 (2d12+5) Force damage and the target must make a DC 15 CON save or whatever it is holding is thrown 30ft away. Failing the save by 5 or more sends it towards the Auror.
===Reactions===
Shield (Recharge 6). As a reaction, the Auror can add +7 to it's AC until the start of its next turn and is immune to Magic Missile.
Spellcasting. The Auror is a L10 spellcaster, and has prepared 15 Spells through INTTheir Spell Save DC is 15 and their Spell Attack mod is +7
Warlock Spell Slots L5 OO (Short Rest).
1x DaggerWand Multiattack Weapon Attack. +7 to hit.
Hit. 19 (3d10+2) Force damage.
2x Eldritch Blast Multiattack Spell Attack. +7 to hit, Range 120ft.
Hit. 22 (3d10+5) Force damage.
Expelliarmus Spell Attack. +7 to hit, Range 120ft.
Hit. 25 (3d12+5) Force damage and the target must make a DC 15 CON save or whatever it is holding is thrown 30ft away. Failing the save by 5 or more sends it towards the Auror.
===Reactions===
Shield (Recharge 6). As a reaction, the Auror can add +7 to it's AC until the start of its next turn and is immune to Magic Missile.
Counterspell (Recharge 5). As a reaction, the Auror can interrupt the casting of spells within 50ft. Spells of Level 2 or lower automatically fail, otherwise the Auror must make an Intelligence check.
Spellcasting. The Auror is a L11 spellcaster, and has prepared 16 Spells through INTTheir Spell Save DC is 15 and their Spell Attack mod is +7
Warlock Spell Slots L5 OOO (Short Rest).
1x DaggerWand Multiattack Weapon Attack. +7 to hit.
Hit. 13 (2d10+2) Force damage.
3x Eldritch Blast Multiattack Spell Attack. +7 to hit, Range 120ft.
Hit. 16 (2d10+5) Force damage.
Expelliarmus Spell Attack. +7 to hit, Range 120ft.
Hit. 25 (3d12+5) Force damage and the target must make a DC 15 CON save or whatever it is holding is thrown 30ft away. Failing the save by 5 or more sends it towards the Auror.
===Reactions===
Shield (Recharge 6). As a reaction, the Auror can add +7 to it's AC until the start of its next turn and is immune to Magic Missile.
Counterspell (Recharge 5). As a reaction, the Auror can interrupt the casting of spells within 50ft. Spells of Level 2 or lower automatically fail, otherwise the Auror must make an Intelligence check.
Spellcasting. The Auror is a L13 spellcaster, and has prepared 18 Spells through INTTheir Spell Save DC is 16 and their Spell Attack mod is +8
Warlock Spell Slots L5 OOO (Short Rest).
1x DaggerWand Multiattack Weapon Attack. +8 to hit.
Hit. 7 (2d4+2) Force damage.
3x Eldritch Blast Multiattack Spell Attack. +8 to hit, Range 120ft.
Hit. 16 (2d10+5) Force damage.
Expelliarmus Spell Attack. +8 to hit, Range 120ft.
Hit. 10 (2d4+5) Force damage and the target must make a DC 16 CON save or whatever it is holding is thrown 30ft away. Failing the save by 5 or more sends it towards the Auror.
===Reactions===
Shield (Recharge 6). As a reaction, the Auror can add +8 to it's AC until the start of its next turn and is immune to Magic Missile.
Spellcasting. The Auror is a L14 spellcaster, and has prepared 19 Spells through INTTheir Spell Save DC is 16 and their Spell Attack mod is +8
Warlock Spell Slots L5 OOO (Short Rest).
1x DaggerWand Multiattack Weapon Attack. +8 to hit.
Hit. 8 (2d4+3) Force damage, and the target must make a DC 16 WIS save or become Paralyzed until they succeed at the end of one of their turns.
3x Eldritch Blast Multiattack Spell Attack. +8 to hit, Range 120ft.
Hit. 16 (2d10+5) Force damage, and the target must make a DC 16 STR save or be pushed 25ft towards or away from the Auror.
Expelliarmus Spell Attack. +8 to hit, Range 120ft.
Hit. 12 (2d6+5) Force damage and the target must make a DC 16 CON save or whatever it is holding is thrown 30ft away. Failing the save by 5 or more sends it towards the Auror.
===Reactions===
Shield (Recharge 6). As a reaction, the Auror can add +8 to it's AC until the start of its next turn and is immune to Magic Missile.
Spellcasting. The Auror is a L16 spellcaster, and has prepared 21 Spells through INTTheir Spell Save DC is 16 and their Spell Attack mod is +8
Warlock Spell Slots L6 OOO (Short Rest).
1x DaggerWand Multiattack Weapon Attack. +8 to hit.
Hit. 10 (2d6+3) Force damage.
4x Eldritch Blast Multiattack Spell Attack. +8 to hit, Range 120ft.
Hit. 16 (2d10+5) Force damage.
Expelliarmus Spell Attack. +8 to hit, Range 120ft.
Hit. 14 (2d8+5) Force damage and the target must make a DC 16 CON save or whatever it is holding is thrown 30ft away. Failing the save by 5 or more sends it towards the Auror.
===Reactions===
Shield (Recharge 6). As a reaction, the Auror can add +8 to it's AC until the start of its next turn and is immune to Magic Missile.
Spellcasting. The Auror is a L16 spellcaster, and has prepared 21 Spells through INTTheir Spell Save DC is 17 and their Spell Attack mod is +9
Warlock Spell Slots L6 OOO (Short Rest).
Magic Resistance. The Auror has advantage on saving throws against spells and other magical effects.
2x DaggerWand Multiattack Weapon Attack. +9 to hit.
Hit. 10 (2d6+3) Force damage, and the target must make a DC 17 WIS save or become Paralyzed until they succeed at the end of one of their turns.
3x Eldritch Blast Multiattack Spell Attack. +9 to hit, Range 120ft.
Hit. 16 (2d10+5) Force damage, and the target must make a DC 17 STR save or be pushed 25ft towards or away from the Auror.
Expelliarmus Spell Attack. +9 to hit, Range 120ft.
Hit. 14 (2d8+5) Force damage and the target must make a DC 17 CON save or whatever it is holding is thrown 30ft away. Failing the save by 5 or more sends it towards the Auror.
===Reactions===
Shield (Recharge 6). As a reaction, the Auror can add +9 to it's AC until the start of its next turn and is immune to Magic Missile.
Counterspell (Recharge 5). As a reaction, the Auror can interrupt the casting of spells within 70ft. Spells of Level 4 or lower automatically fail, otherwise the Auror must make an Intelligence check.
Spellcasting. The Auror is a L18 spellcaster, and has prepared 23 Spells through INTTheir Spell Save DC is 17 and their Spell Attack mod is +9
Warlock Spell Slots L6 OOOO (Short Rest).
2x DaggerWand Multiattack Weapon Attack. +9 to hit.
Hit. 4 (2d0+3) Force damage, and the target must make a DC 17 WIS save or become Paralyzed until they succeed at the end of one of their turns.
4x Eldritch Blast Multiattack Spell Attack. +9 to hit, Range 120ft.
Hit. 16 (2d10+5) Force damage, and the target must make a DC 17 STR save or be pushed 25ft towards or away from the Auror.
Expelliarmus Spell Attack. +9 to hit, Range 120ft.
Hit. 6 (2d0+5) Force damage and the target must make a DC 17 CON save or whatever it is holding is thrown 30ft away. Failing the save by 5 or more sends it towards the Auror.
===Reactions===
Shield (Recharge 6). As a reaction, the Auror can add +9 to it's AC until the start of its next turn and is immune to Magic Missile.
Spellcasting. The Auror is a L19 spellcaster, and has prepared 24 Spells through INTTheir Spell Save DC is 17 and their Spell Attack mod is +9
Warlock Spell Slots L7 OOOO (Short Rest).
2x DaggerWand Multiattack Weapon Attack. +9 to hit.
Hit. 18 (3d8+4) Force damage.
4x Eldritch Blast Multiattack Spell Attack. +9 to hit, Range 120ft.
Hit. 22 (3d10+5) Force damage.
Expelliarmus Spell Attack. +9 to hit, Range 120ft.
Hit. 25 (3d12+5) Force damage and the target must make a DC 17 CON save or whatever it is holding is thrown 30ft away. Failing the save by 5 or more sends it towards the Auror.
===Reactions===
Shield (Recharge 6). As a reaction, the Auror can add +9 to it's AC until the start of its next turn and is immune to Magic Missile.
Spellcasting. The Auror is a L21 spellcaster, and has prepared 26 Spells through INTTheir Spell Save DC is 18 and their Spell Attack mod is +10
Warlock Spell Slots L7 OOOO (Short Rest).
2x DaggerWand Multiattack Weapon Attack. +10 to hit.
Hit. 15 (2d10+4) Force damage, and the target must make a DC 18 WIS save or become Paralyzed until they succeed at the end of one of their turns.
5x Eldritch Blast Multiattack Spell Attack. +10 to hit, Range 120ft.
Hit. 16 (2d10+5) Force damage, and the target must make a DC 18 STR save or be pushed 25ft towards or away from the Auror.
Expelliarmus Spell Attack. +10 to hit, Range 120ft.
Hit. 25 (3d12+5) Force damage and the target must make a DC 18 CON save or whatever it is holding is thrown 30ft away. Failing the save by 5 or more sends it towards the Auror.
===Reactions===
Shield (Recharge 6). As a reaction, the Auror can add +10 to it's AC until the start of its next turn and is immune to Magic Missile.
Spellcasting. The Auror is a L22 spellcaster, and has prepared 27 Spells through INTTheir Spell Save DC is 18 and their Spell Attack mod is +10
Warlock Spell Slots L7 OOOO (Short Rest).
Magic Resistance. The Auror has advantage on saving throws against spells and other magical effects.
2x DaggerWand Multiattack Weapon Attack. +10 to hit.
Hit. 15 (2d10+4) Force damage, and the target must make a DC 18 WIS save or become Paralyzed until they succeed at the end of one of their turns.
5x Eldritch Blast Multiattack Spell Attack. +10 to hit, Range 120ft.
Hit. 16 (2d10+5) Force damage, and the target must make a DC 18 STR save or be pushed 25ft towards or away from the Auror.
Expelliarmus Spell Attack. +10 to hit, Range 120ft.
Hit. 25 (3d12+5) Force damage and the target must make a DC 18 CON save or whatever it is holding is thrown 30ft away. Failing the save by 5 or more sends it towards the Auror.
===Reactions===
Shield (Recharge 6). As a reaction, the Auror can add +10 to it's AC until the start of its next turn and is immune to Magic Missile.
Counterspell (Recharge 5). As a reaction, the Auror can interrupt the casting of spells within 80ft. Spells of Level 5 or lower automatically fail, otherwise the Auror must make an Intelligence check.
Legendary Resistance (OOOO/day). When the Auror fails a saving throw, it may choose to succeed instead.
Bossmode.The creature has as many Legendary Actions as it has remaining Resistances. One action = One attack. Full Round Action = 5 Actions.
Spellcasting. The Auror is a L22 spellcaster, and has prepared 27 Spells through INTTheir Spell Save DC is 18 and their Spell Attack mod is +10
Warlock Spell Slots L7 OOOO (Short Rest).
Magic Resistance. The Auror has advantage on saving throws against spells and other magical effects.
2x DaggerWand Multiattack Weapon Attack. +10 to hit.
Hit. 21 (3d10+4) Force damage.
5x Eldritch Blast Multiattack Spell Attack. +10 to hit, Range 120ft.
Hit. 22 (3d10+5) Force damage.
Expelliarmus Spell Attack. +10 to hit, Range 120ft.
Hit. 31 (4d12+5) Force damage and the target must make a DC 18 CON save or whatever it is holding is thrown 30ft away. Failing the save by 5 or more sends it towards the Auror.
===Reactions===
Shield (Recharge 6). As a reaction, the Auror can add +10 to it's AC until the start of its next turn and is immune to Magic Missile.
Counterspell (Recharge 5). As a reaction, the Auror can interrupt the casting of spells within 80ft. Spells of Level 5 or lower automatically fail, otherwise the Auror must make an Intelligence check.
Legendary Resistance (OOOO/day). When the Auror fails a saving throw, it may choose to succeed instead.
Bossmode.The creature has as many Legendary Actions as it has remaining Resistances. One action = One attack. Full Round Action = 5 Actions.
Spellcasting. The Auror is a L26 spellcaster, and has prepared 31 Spells through INTTheir Spell Save DC is 18 and their Spell Attack mod is +10
Warlock Spell Slots L8 OOOOO (Short Rest).
2x DaggerWand Multiattack Weapon Attack. +10 to hit.
Hit. 24 (3d12+4) Force damage.
5x Eldritch Blast Multiattack Spell Attack. +10 to hit, Range 120ft.
Hit. 22 (3d10+5) Force damage, and the target must make a DC 18 STR save or be pushed 25ft towards or away from the Auror.
Expelliarmus Spell Attack. +10 to hit, Range 120ft.
Hit. 38 (5d12+5) Force damage and the target must make a DC 18 CON save or whatever it is holding is thrown 30ft away. Failing the save by 5 or more sends it towards the Auror.
===Reactions===
Shield (Recharge 6). As a reaction, the Auror can add +10 to it's AC until the start of its next turn and is immune to Magic Missile.
Legendary Resistance (OOOO/day). When the Auror fails a saving throw, it may choose to succeed instead.
Bossmode.The creature has as many Legendary Actions as it has remaining Resistances. One action = One attack. Full Round Action = 5 Actions.
Spellcasting. The Auror is a L28 spellcaster, and has prepared 33 Spells through INTTheir Spell Save DC is 18 and their Spell Attack mod is +10
Warlock Spell Slots L9 OOOOO (Short Rest).
2x DaggerWand Multiattack Weapon Attack. +10 to hit.
Hit. 24 (3d12+4) Force damage, and the target must make a DC 18 WIS save or become Paralyzed until they succeed at the end of one of their turns.
5x Eldritch Blast Multiattack Spell Attack. +10 to hit, Range 120ft.
Hit. 22 (3d10+5) Force damage, and the target must make a DC 18 STR save or be pushed 25ft towards or away from the Auror.
Expelliarmus Spell Attack. +10 to hit, Range 120ft.
Hit. 38 (5d12+5) Force damage and the target must make a DC 18 CON save or whatever it is holding is thrown 30ft away. Failing the save by 5 or more sends it towards the Auror.
===Reactions===
Shield (Recharge 6). As a reaction, the Auror can add +10 to it's AC until the start of its next turn and is immune to Magic Missile.
Counterspell (Recharge 5). As a reaction, the Auror can interrupt the casting of spells within 80ft. Spells of Level 5 or lower automatically fail, otherwise the Auror must make an Intelligence check.
Legendary Resistance (OOOO/day). When the Auror fails a saving throw, it may choose to succeed instead.
Bossmode.The creature has as many Legendary Actions as it has remaining Resistances. One action = One attack. Full Round Action = 5 Actions.
Spellcasting. The Auror is a L29 spellcaster, and has prepared 34 Spells through INTTheir Spell Save DC is 18 and their Spell Attack mod is +10
Warlock Spell Slots L9 OOOOOO (Short Rest).
2x DaggerWand Multiattack Weapon Attack. +10 to hit.
Hit. 30 (4d12+4) Force damage.
5x Eldritch Blast Multiattack Spell Attack. +10 to hit, Range 120ft.
Hit. 27 (4d10+5) Force damage.
Expelliarmus Spell Attack. +10 to hit, Range 120ft.
Hit. 44 (6d12+5) Force damage and the target must make a DC 18 CON save or whatever it is holding is thrown 30ft away. Failing the save by 5 or more sends it towards the Auror.
===Reactions===
Shield (Recharge 6). As a reaction, the Auror can add +10 to it's AC until the start of its next turn and is immune to Magic Missile.
Legendary Resistance (OOOO/day). When the Auror fails a saving throw, it may choose to succeed instead.
Bossmode.The creature has as many Legendary Actions as it has remaining Resistances. One action = One attack. Full Round Action = 5 Actions.
Spellcasting. The Auror is a L29 spellcaster, and has prepared 34 Spells through INTTheir Spell Save DC is 19 and their Spell Attack mod is +11
Warlock Spell Slots L9 OOOOOO (Short Rest).
3x DaggerWand Multiattack Weapon Attack. +11 to hit.
Hit. 30 (4d12+4) Force damage.
5x Eldritch Blast Multiattack Spell Attack. +11 to hit, Range 120ft.
Hit. 27 (4d10+5) Force damage.
Expelliarmus Spell Attack. +11 to hit, Range 120ft.
Hit. 51 (7d12+5) Force damage and the target must make a DC 19 CON save or whatever it is holding is thrown 30ft away. Failing the save by 5 or more sends it towards the Auror.
===Reactions===
Shield (Recharge 6). As a reaction, the Auror can add +11 to it's AC until the start of its next turn and is immune to Magic Missile.
Legendary Resistance (OOOO/day). When the Auror fails a saving throw, it may choose to succeed instead.
Bossmode.The creature has as many Legendary Actions as it has remaining Resistances. One action = One attack. Full Round Action = 5 Actions.
Spellcasting. The Auror is a L30 spellcaster, and has prepared 35 Spells through INTTheir Spell Save DC is 19 and their Spell Attack mod is +11
Warlock Spell Slots L9 OOOOOO (Short Rest).
Magic Resistance. The Auror has advantage on saving throws against spells and other magical effects.
3x DaggerWand Multiattack Weapon Attack. +11 to hit.
Hit. 38 (5d12+5) Force damage.
5x Eldritch Blast Multiattack Spell Attack. +11 to hit, Range 120ft.
Hit. 33 (5d10+5) Force damage.
Expelliarmus Spell Attack. +11 to hit, Range 120ft.
Hit. 57 (8d12+5) Force damage and the target must make a DC 19 CON save or whatever it is holding is thrown 30ft away. Failing the save by 5 or more sends it towards the Auror.
===Reactions===
Shield (Recharge 6). As a reaction, the Auror can add +11 to it's AC until the start of its next turn and is immune to Magic Missile.
Counterspell (Recharge 5). As a reaction, the Auror can interrupt the casting of spells within 90ft. Spells of Level 6 or lower automatically fail, otherwise the Auror must make an Intelligence check.
Legendary Resistance (OOOO/day). When the Auror fails a saving throw, it may choose to succeed instead.
Bossmode.The creature has as many Legendary Actions as it has remaining Resistances. One action = One attack. Full Round Action = 5 Actions.