Party level: to



Change class color:
Back to default color


Show pictures:



I disabled ads for you!
Download PDF
Liked it?
Support on Boosty

Support on Patreon


Contacts:
if you have any ideas, email me

if you want to help me, you can donate :3

Share your spellbook:
In Tobolar we trust!
Last monsters:
What do you think?
http://beta.hardcodex.ru :3

Auror

Auror Medium Humanoid, Loot Value 6, Lawful Good CR 1 200 xp

  • Armor class 16 (Bladesinger)
  • Hit points 11 (2d8+2)
  • Speed 30ft. Walking
  • STR9 (-1)
  • DEX13 (+1)
  • CON13 (+1)
  • INT15 (+2)
  • WIS15 (+2)
  • CHA13 (+1)

Save Throws:CON +5, WIS +4,

Skills:Arcana +6, Insight +4, Perception +4,

Damage Resistances:Force

Condition Immunities:Charmed

Senses:Truesight 10ft., Psv Per 14, Bluff DC 13, Bribe DC 17, 4gp
Utility: Carry 135lbs., Push 270lbs.

Languages:Celestial, Telepathy 60ft. FALSE1

Challenge:CR 1 (200 xp)

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).

Actions

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.

Auror

Auror Medium Humanoid, Loot Value 7, Lawful Good CR 2 450 xp

  • Armor class 16 (Bladesinger)
  • Hit points 17 (3d8+3)
  • Speed 30ft. Walking
  • STR9 (-1)
  • DEX13 (+1)
  • CON13 (+1)
  • INT15 (+2)
  • WIS15 (+2)
  • CHA13 (+1)

Save Throws:CON +5, WIS +4,

Skills:Arcana +6, Insight +4, Perception +4,

Damage Resistances:Force

Condition Immunities:Charmed

Senses:Truesight 10ft., Psv Per 14, Bluff DC 13, Bribe DC 17, 5gp
Utility: Carry 135lbs., Push 270lbs.

Languages:Celestial, Telepathy 60ft. FALSE1

Challenge:CR 2 (450 xp)

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).

Actions

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.

Auror

Auror Medium Humanoid, Loot Value 8, Lawful Good CR 3 700 xp

  • Armor class 17 (Bladesinger+1)
  • Hit points 28 (5d8+5)
  • Speed 30ft. Walking
  • STR9 (-1)
  • DEX13 (+1)
  • CON13 (+1)
  • INT17 (+3)
  • WIS15 (+2)
  • CHA13 (+1)

Save Throws:CON +7, INT +6, WIS +5,

Skills:Arcana +9, Insight +5, Perception +5,

Damage Resistances:Force

Condition Immunities:Charmed

Senses:Truesight 10ft., Psv Per 15, Bluff DC 13, Bribe DC 19, 6gp
Utility: Carry 135lbs., Push 270lbs.

Languages:Celestial, Telepathy 60ft. , Any 2

Challenge:CR 3 (700 xp)

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).

Actions

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.

Auror

Auror Medium Humanoid, Loot Value 10, Lawful Good CR 4 1,100 xp

  • Armor class 19 (Bladesinger)
  • Hit points 39 (6d8+12)
  • Speed 30ft. Walking
  • STR10 (0)
  • DEX14 (+2)
  • CON14 (+2)
  • INT18 (+4)
  • WIS16 (+3)
  • CHA14 (+2)

Save Throws:CON +8, WIS +5,

Skills:Arcana +8, Investigation +6, Insight +5, Perception +5,

Damage Resistances:Force

Condition Immunities:Charmed

Senses:Truesight 15ft., Psv Per 15, Bluff DC 15, Bribe DC 19, 8gp
Utility: Carry 150lbs., Push 300lbs.

Languages:Celestial, Telepathy 70ft. , Any 3

Challenge:CR 4 (1,100 xp)

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).

Actions

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.

Auror

Auror Medium Humanoid, Loot Value 25, Lawful Good CR 5 1,800 xp

  • Armor class 20 (Bladesinger)
  • Hit points 59 (9d8+18)
  • Speed 30ft. Walking
  • STR10 (0)
  • DEX14 (+2)
  • CON15 (+2)
  • INT20 (+5)
  • WIS16 (+3)
  • CHA14 (+2)

Save Throws:CON +9, WIS +5,

Skills:Arcana +9, Investigation +7, Insight +5, Perception +5,

Damage Resistances:Force

Condition Immunities:Charmed

Senses:Truesight 15ft., Psv Per 15, Bluff DC 15, Bribe DC 19, 20gp
Utility: Carry 150lbs., Push 300lbs.

Languages:Celestial, Telepathy 70ft. , Any 4

Challenge:CR 5 (1,800 xp)

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).

Actions

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.

Auror

Auror Medium Humanoid, Loot Value 45, Lawful Good CR 6 2,300 xp

  • Armor class 20 (Bladesinger)
  • Hit points 75 (10d8+30)
  • Speed 30ft. Walking
  • STR10 (0)
  • DEX15 (+2)
  • CON16 (+3)
  • INT20 (+5)
  • WIS17 (+3)
  • CHA14 (+2)

Save Throws:CON +10, WIS +5,

Skills:Arcana +9, Investigation +7, Insight +5, Perception +5,

Damage Resistances:Force

Condition Immunities:Charmed

Senses:Truesight 15ft., Psv Per 15, Bluff DC 15, Bribe DC 19, 35gp
Utility: Carry 150lbs., Push 300lbs.

Languages:Celestial, Telepathy 70ft. , Any 4

Challenge:CR 6 (2,300 xp)

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).

Actions

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.

Auror

Auror Medium Humanoid, Loot Value 70, Lawful Good CR 7 2,900 xp

  • Armor class 20 (Bladesinger)
  • Hit points 75 (10d8+30)
  • Speed 30ft. Walking
  • STR10 (0)
  • DEX15 (+2)
  • CON16 (+3)
  • INT20 (+5)
  • WIS17 (+3)
  • CHA14 (+2)

Save Throws:CON +10, WIS +5,

Skills:Arcana +9, Investigation +7, Insight +5, Perception +5,

Damage Resistances:Force

Condition Immunities:Charmed

Senses:Truesight 15ft., Psv Per 15, Bluff DC 15, Bribe DC 19, 55gp
Utility: Carry 150lbs., Push 300lbs.

Languages:Celestial, Telepathy 70ft. , Any 4

Challenge:CR 7 (2,900 xp)

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).

Actions

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.

Auror

Auror Medium Humanoid, Loot Value 90, Lawful Good CR 8 3,900 xp

  • Armor class 20 (Bladesinger)
  • Hit points 83 (11d8+33)
  • Speed 30ft. Walking
  • STR10 (0)
  • DEX15 (+2)
  • CON16 (+3)
  • INT20 (+5)
  • WIS17 (+3)
  • CHA15 (+2)

Save Throws:CON +10, WIS +5,

Skills:Arcana +9, Investigation +7, Insight +5, Percep. +5, Intimidation +4,

Damage Resistances:Force

Condition Immunities:Charmed

Senses:Truesight 15ft., Psv Per 15, Bluff DC 15, Bribe DC 19, 70gp
Utility: Carry 150lbs., Push 300lbs.

Languages:Celestial, Telepathy 70ft. , Any 4

Challenge:CR 8 (3,900 xp)

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).

Actions

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.

Auror

Auror Medium Humanoid, Loot Value 100, Lawful Good CR 9 5,000 xp

  • Armor class 20 (Bladesinger+1)
  • Hit points 98 (13d8+39)
  • Speed 30ft. Walking
  • STR11 (0)
  • DEX15 (+2)
  • CON17 (+3)
  • INT20 (+5)
  • WIS17 (+3)
  • CHA15 (+2)

Save Throws:CON +11, INT +8, WIS +6,

Skills:Arcana +11, Investigation +8, Insight +6, Percep. +6, Intimidation +5,

Damage Resistances:Force

Condition Immunities:Charmed

Senses:Truesight 15ft., Psv Per 16, Bluff DC 15, Bribe DC 21, 80gp
Utility: Carry 165lbs., Push 330lbs.

Languages:Celestial, Telepathy 70ft. , Any 4

Challenge:CR 9 (5,000 xp)

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).

Actions

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.

Auror

Auror Medium Humanoid, Loot Value 150, Lawful Good CR 10 5,900 xp

  • Armor class 21 (Bladesinger+1)
  • Hit points 119 (14d8+56)
  • Speed 30ft. Walking
  • STR11 (0)
  • DEX16 (+3)
  • CON18 (+4)
  • INT20 (+5)
  • WIS18 (+4)
  • CHA15 (+2)

Save Throws:CON +12, INT +8, WIS +7,

Skills:Arcana +11, Investigation +8, Insight +7, Percep. +7, Intimidation +5,

Damage Resistances:Force

Condition Immunities:Charmed

Senses:Truesight 20ft., Psv Per 17, Bluff DC 16, Bribe DC 22, 100gp
Utility: Carry 165lbs., Push 330lbs.

Languages:Celestial, Telepathy 70ft. , Any 4

Challenge:CR 10 (5,900 xp)

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).

Actions

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.

Auror

Auror Medium Humanoid, Loot Value 250, Lawful Good CR 11 7,200 xp

  • Armor class 21 (Bladesinger+1)
  • Hit points 136 (16d8+64)
  • Speed 30ft. Walking
  • STR11 (0)
  • DEX16 (+3)
  • CON19 (+4)
  • INT20 (+5)
  • WIS18 (+4)
  • CHA16 (+3)

Save Throws:CON +12, INT +8, WIS +7,

Skills:Arcana +11, Investigation +8, Religion +8, Insight +7, Percep. +7, Intimidation +6,

Damage Resistances:Force

Condition Immunities:Charmed

Senses:Truesight 20ft., Psv Per 17, Bluff DC 17, Bribe DC 23, 200gp
Utility: Carry 165lbs., Push 330lbs.

Languages:Celestial, Telepathy 80ft. , Any 4

Challenge:CR 11 (7,200 xp)

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).

Actions

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.

Auror

Auror Medium Humanoid, Loot Value 550, Lawful Good CR 12 8,400 xp

  • Armor class 21 (Bladesinger+2)
  • Hit points 136 (16d8+64)
  • Speed 30ft. Walking
  • STR11 (0)
  • DEX16 (+3)
  • CON19 (+4)
  • INT20 (+5)
  • WIS18 (+4)
  • CHA16 (+3)

Save Throws:CON +13, INT +9, WIS +8,

Skills:Arcana +13, Investigation +9, Religion +9, Insight +8, Percep. +8, Intimidation +7,

Damage Resistances:Force

Condition Immunities:Charmed

Senses:Truesight 20ft., Psv Per 18, Bluff DC 17, Bribe DC 25, 450gp
Utility: Carry 165lbs., Push 330lbs.

Languages:Celestial, Telepathy 80ft. , Any 4

Challenge:CR 12 (8,400 xp)

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.

Actions

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.

Auror

Auror Medium Humanoid, Loot Value 800, Lawful Good CR 13 10,000 xp

  • Armor class 21 (Bladesinger+2)
  • Hit points 171 (18d8+90)
  • Speed 30ft. Walking
  • STR12 (+1)
  • DEX17 (+3)
  • CON20 (+5)
  • INT20 (+5)
  • WIS19 (+4)
  • CHA16 (+3)

Save Throws:CON +14, INT +9, WIS +8,

Skills:Arcana +13, Investigation +9, Religion +9, Insight +8, Percep. +8, Intimidation +7,

Damage Resistances:Force

Condition Immunities:Charmed

Senses:Truesight 20ft., Psv Per 18, Bluff DC 17, Bribe DC 25, 700gp
Utility: Carry 180lbs., Push 360lbs.

Languages:Celestial, Telepathy 80ft. , Any 4

Challenge:CR 13 (10,000 xp)

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).

Actions

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.

Auror

Auror Medium Humanoid, Loot Value 1,000, Lawful Good CR 14 11,500 xp

  • Armor class 22 (Bladesinger+2)
  • Hit points 181 (19d8+95)
  • Speed 30ft. Walking
  • STR12 (+1)
  • DEX18 (+4)
  • CON20 (+5)
  • INT20 (+5)
  • WIS19 (+4)
  • CHA16 (+3)

Save Throws:CON +14, INT +9, WIS +8,

Skills:Arcana +13, Investigation +9, Religion +9, Insight +8, Percep. +8, Intimidation +7,

Damage Resistances:Force

Condition Immunities:Charmed

Senses:Truesight 20ft., Psv Per 18, Bluff DC 17, Bribe DC 25, 850gp
Utility: Carry 180lbs., Push 360lbs.

Languages:Celestial, Telepathy 80ft. , Any 4

Challenge:CR 14 (11,500 xp)

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).

Actions

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.

Auror

Auror Medium Humanoid, Loot Value 1,500, Lawful Good CR 15 13,000 xp

  • Armor class 22 (Bladesinger+3)
  • Hit points 200 (21d8+105)
  • Speed 30ft. Walking
  • STR12 (+1)
  • DEX18 (+4)
  • CON20 (+5)
  • INT20 (+5)
  • WIS19 (+4)
  • CHA17 (+3)

Save Throws:CON +15, INT +10, WIS +9,

Skills:Stealth +9, Arcana +15, Investigation +10, Religion +10, Insight +9, Percep. +9, Intimidation +8,

Damage Resistances:Force

Condition Immunities:Charmed

Senses:Truesight 20ft., Psv Per 19, Bluff DC 17, Bribe DC 27, 1,500gp
Utility: Carry 180lbs., Push 360lbs.

Languages:Celestial, Telepathy 80ft. , Any 4

Challenge:CR 15 (13,000 xp)

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).

Actions

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.

Auror

Auror Medium Humanoid, Loot Value 1,500, Lawful Good CR 16 15,000 xp

  • Armor class 22 (Bladesinger+3)
  • Hit points 209 (22d8+110)
  • Speed 30ft. Walking
  • STR12 (+1)
  • DEX18 (+4)
  • CON20 (+5)
  • INT20 (+5)
  • WIS20 (+5)
  • CHA17 (+3)

Save Throws:CON +15, INT +10, WIS +10,

Skills:Stealth +9, Arcana +15, Investigation +10, Religion +10, Insight +10, Percep. +10, Intimidation +8,

Damage Resistances:Force

Condition Immunities:Charmed

Senses:Truesight 25ft., Psv Per 20, Bluff DC 18, Bribe DC 28, 1,500gp
Utility: Carry 180lbs., Push 360lbs.

Languages:Celestial, Telepathy 80ft. , Any 4

Challenge:CR 16 (15,000 xp)

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.

Actions

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 Actions

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.

Auror

Auror Medium Humanoid, Loot Value 2,500, Lawful Good CR 17 18,000 xp

  • Armor class 22 (Bladesinger+3)
  • Hit points 209 (22d8+110)
  • Speed 30ft. Walking
  • STR12 (+1)
  • DEX18 (+4)
  • CON20 (+5)
  • INT20 (+5)
  • WIS20 (+5)
  • CHA17 (+3)

Save Throws:CON +15, INT +10, WIS +10,

Skills:Stealth +9, Arcana +15, Investigation +10, Religion +10, Insight +10, Percep. +10, Intimidation +8,

Damage Resistances:Force

Condition Immunities:Charmed

Senses:Truesight 25ft., Psv Per 20, Bluff DC 18, Bribe DC 28, 2,500gp
Utility: Carry 180lbs., Push 360lbs.

Languages:Celestial, Telepathy 80ft. , Any 4

Challenge:CR 17 (18,000 xp)

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.

Actions

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 Actions

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.

Auror

Auror Medium Humanoid, Loot Value 4,500, Lawful Good CR 18 20,000 xp

  • Armor class 22 (Bladesinger+3)
  • Hit points 247 (26d8+130)
  • Speed 30ft. Walking
  • STR13 (+1)
  • DEX19 (+4)
  • CON20 (+5)
  • INT20 (+5)
  • WIS20 (+5)
  • CHA18 (+4)

Save Throws:CON +15, INT +10, WIS +10,

Skills:Stealth +9, Arcana +15, Investigation +10, Religion +10, Insight +10, Percep. +10, Intimidation +9, Persuasion +9,

Damage Resistances:Force

Condition Immunities:Charmed

Senses:Truesight 25ft., Psv Per 20, Bluff DC 19, Bribe DC 29, 4kgp
Utility: Carry 195lbs., Push 390lbs.

Languages:Celestial, Telepathy 90ft. , Any 4

Challenge:CR 18 (20,000 xp)

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).

Actions

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 Actions

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.

Auror

Auror Medium Humanoid, Loot Value 7,000, Lawful Good CR 19 22,000 xp

  • Armor class 22 (Bladesinger+3)
  • Hit points 266 (28d8+140)
  • Speed 30ft. Walking
  • STR13 (+1)
  • DEX19 (+4)
  • CON20 (+5)
  • INT20 (+5)
  • WIS20 (+5)
  • CHA18 (+4)

Save Throws:CON +15, INT +10, WIS +10,

Skills:Stealth +9, Arcana +15, Investigation +10, Religion +10, Insight +10, Percep. +10, Intimidation +9, Persuasion +9,

Damage Resistances:Force

Condition Immunities:Charmed

Senses:Truesight 25ft., Psv Per 20, Bluff DC 19, Bribe DC 29, 6,500gp
Utility: Carry 195lbs., Push 390lbs.

Languages:Celestial, Telepathy 90ft. , Any 4

Challenge:CR 19 (22,000 xp)

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).

Actions

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 Actions

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.

Auror

Auror Medium Humanoid, Loot Value 9,500, Lawful Good CR 20 25,000 xp

  • Armor class 22 (Bladesinger+3)
  • Hit points 276 (29d8+145)
  • Speed 30ft. Walking
  • STR13 (+1)
  • DEX19 (+4)
  • CON20 (+5)
  • INT20 (+5)
  • WIS20 (+5)
  • CHA18 (+4)

Save Throws:CON +15, INT +10, WIS +10,

Skills:Stealth +9, Arcana +15, Investigation +10, Religion +10, Insight +10, Percep. +10, Intimidation +9, Persuasion +9,

Damage Resistances:Force

Condition Immunities:Charmed

Senses:Truesight 25ft., Psv Per 20, Bluff DC 19, Bribe DC 29, 8,500gp
Utility: Carry 195lbs., Push 390lbs.

Languages:Celestial, Telepathy 90ft. , Any 4

Challenge:CR 20 (25,000 xp)

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).

Actions

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 Actions

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.

Auror

Auror Medium Humanoid, Loot Value 10,000, Lawful Good CR 21 33,000 xp

  • Armor class 22 (Bladesinger+4)
  • Hit points 276 (29d8+145)
  • Speed 30ft. Walking
  • STR13 (+1)
  • DEX19 (+4)
  • CON20 (+5)
  • INT20 (+5)
  • WIS20 (+5)
  • CHA18 (+4)

Save Throws:DEX +10, CON +16, INT +11, WIS +11,

Skills:Stealth +10, Arcana +17, Investigation +11, Religion +11, Insight +11, Percep. +11, Intimidation +10, Persuasion +10,

Damage Resistances:Force

Condition Immunities:Charmed

Senses:Truesight 25ft., Psv Per 21, Bluff DC 19, Bribe DC 31, 9,500gp
Utility: Carry 195lbs., Push 390lbs.

Languages:Celestial, Telepathy 90ft. , Any 4

Challenge:CR 21 (33,000 xp)

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).

Actions

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 Actions

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.

Auror

Auror Medium Humanoid, Loot Value 15,000, Lawful Good CR 22 41,000 xp

  • Armor class 23 (Bladesinger+4)
  • Hit points 285 (30d8+150)
  • Speed 30ft. Walking
  • STR14 (+2)
  • DEX20 (+5)
  • CON20 (+5)
  • INT20 (+5)
  • WIS20 (+5)
  • CHA18 (+4)

Save Throws:DEX +11, CON +16, INT +11, WIS +11,

Skills:Stealth +11, Arcana +17, Investigation +11, Religion +11, Insight +11, Percep. +11, Intimidation +10, Persuasion +10,

Damage Resistances:Force

Condition Immunities:Charmed

Senses:Truesight 25ft., Psv Per 21, Bluff DC 19, Bribe DC 31, 15kgp
Utility: Carry 210lbs., Push 420lbs.

Languages:Celestial, Telepathy 90ft. , Any 4

Challenge:CR 22 (41,000 xp)

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.

Actions

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 Actions

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.