LGtC:Auroran Knight

Auroran Knight
Medium fiend (daedra), lawful neutral

Armor Class 16 (half plate)
Hit Points 52 (8d8 + 16)
Speed 30 ft.

16 (+3) 12 (+1) 14 (+2) 13 (+1) 16 (+3) 13 (+1)

Damage Resistances lightning, radiant
Condition Immunities blinded
Senses passive Perception 13
Languages Ayleidoon, Daedric
Challenge 3 (700 XP)        Proficiency Bonus +2

Magic Resistance. The auroran has advantage on saving throws against spells and other magical effects.


Multiattack.The auroran makes two attacks with its War Axe.

War Axe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, plus 2 (1d4) lightning damage.

Light that Burns. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 7 (2d6) lightning damage, plus 11 (2d10) radiant damage. If the target is a creature, it glows until the end of the auroran's next turn. While glowing, a creature sheds dim light in a 5-foot radius and can't benefit from being invisible.

Spellcasting. The auroran casts one of the following spells, requiring no spell components and using Willpower as the spellcasting attribute (spell save DC 13):

At will: light
1/day each: color spray, daylight, find steed (warhorse only)


Light that Protects (2/Day). When the auroran is hit by an attack roll, it can increase its AC by 2 against that attack, potentially causing it to miss. If the attack misses, the auroran is immune to lightning and radiant damage, and resists bludgeoning, piercing, and slashing damage until the end of its next turn.

Found In: Legionnaire's Guide to Cyrodiil