Aren Crimsonhoof - AI-generated fantasy Monster

Aren Crimsonhoof

Tales in Farodla speak of a horselord who once sought to craft a lance that could pierce dragon scales. Aren Crimsonhoof rose after he bartered his honor in exchange for arcane tutelage from an elder fiend. Now he seeks components for the Dragonlance and delights in conquering those who wield real magic.

LargeFiend(Fiend (demon) Centaur)CR 17Lawful Evil

Aren Crimsonhoof

FiendControllerSolo BossArcane Predator
HP292AC+10SPD60 ft., Charge 30 ft., Climb 30 ft.CR17 (18,000 XP)PersuasionIntimidationArcanaPerception
STR
22
save
DEX
20
CON
20
save
INT
18
WIS
18
save
CHA
20
Infused Physiology. Aren's attacks count as magical for overcoming resistance and immunity. While attuned to his gauntlets his Strength becomes 24 and he gains additional damage resistances as described in statblock notes.
Indomitable Will. Aren has advantage on saving throws against being charmed, paralyzed, or stunned while attuned to Nlostr Tatli's Triumphant Gauntlets.
Obelisk Renewal. While inside his lair and the Obsidian obelisk is functioning, Aren regains 15 hit points at the start of his turn if at least one unicorn remains bound.
Arcane Mastery. Aren can cast spells without verbal components while wearing the Triumphant Gauntlets. He can also expend sorcery points to twin or maximize selected spells when appropriate.
Gauntlet Resurgence. If Aren is reduced to 0 hit points while wearing the gauntlets, the gauntlets attempt to bind to the nearest creature of sufficient will ( Wisdom save to resist) and can resurrect Aren after 1 minute unless the gauntlets are forcibly removed.
Hellfire Whip. Aren lashes a whip of searing hellfire in a 30-foot reach. Melee Weapon Attack: to hit, reach 30 ft., one target. Hit: (22) fire damage. On a hit, the target must succeed on a Dexterity saving throw or catch fire. While on fire, a creature takes fire damage at the start of each of its turns until it uses an action to douse the flames or succeeds on a Dexterity check to extinguish them.
Arcane Drain. Aren targets one creature he can see within 60 feet that is concentrating on a spell or that has recently (within the last minute) cast a spell. The target must succeed on a Constitution saving throw or take necrotic damage and Aren regains hit points equal to half the necrotic damage dealt. If the target is concentrating on a spell and fails, it immediately loses concentration as if it had taken damage.
Horn Charge. Aren makes a headlong charge in a straight line up to 30 feet. Each creature in his path must succeed on a Strength saving throw or be knocked prone and take (24) bludgeoning damage. If a target fails the save by 5 or more, it is also stunned until the end of its next turn. Aren ends his charge in the last unoccupied space he moved through. If he moves at least 20 feet before making the charge, his attack deals an additional fire damage.
Infernal Chain. Aren conjures heavy infernal chains to snare a single creature he can see within 40 feet. The target must succeed on a Dexterity saving throw or be restrained for up to 1 minute. At the end of each of the restrained creature's turns, it can use an action to attempt a Strength check against Aren's spell save DC; on a success the effect ends. Magical effects that remove restraints can end the effect early.
Scalding Riposte. When a creature within 30 ft hits Aren with a melee attack, he can use his reaction to lash out with a short arc of hellfire. The attacker must make a Dexterity saving throw or take fire damage.
Swift Maneuver (Costs 2 Actions). Aren takes a swift maneuver: he moves up to half his speed without provoking opportunity attacks or makes a Hellfire Whip attack.
Condensed Malice (Costs 3 Actions). Aren lashes out with a condensed blast of arcane pain. One creature within 60 ft must make a Constitution save or take necrotic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
Arcane Interdict. Aren snaps infernal fingers to dampen magic. One creature within 30 ft that casts a spell must succeed on a Wisdom saving throw or have the spell fail and the slot expended. If the target succeeds, Aren cannot use this legendary action again until the end of his next turn.
5th level
Sorcerer Spells (Representative List)Varied Prepared and castable spells reflect Aren's sorcerous mastery. He uses metamagic and focuses on control, necrotic drain, and battlefield manipulation. He typically has the following prepared: Cantrips - Fire Bolt, Chill Touch, Minor Illusion, Prestidigitation. 1st level (4 slots) - Shield, Mage Armor, Chromatic Orb. 2nd level (3 slots) - Hold Person, Mirror Image. 3rd level (3 slots) - Counterspell, Fireball, Lightning Bolt. 4th level (3 slots) - Greater Invisibility, Banishment. 5th level (2 slots) - Wall of Force, Dominate Person. 6th level (1 slot) - Disintegrate. He frequently uses Metamagic options to extend or twin key spells.
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