Aurora Screamer
Traits
Shimmering Veil. The Aurora Screamer's body constantly shifts color. Ranged attacks made against it are made with Disadvantage.
Blinding Radiance. Every enemy who can see the Aurora Screamer and starts its turn within 30 feet of it makes a DC 17 Constitution save. Failure: It becomes Blinded until the end of its next turn.
Point Blank Weakness. While an enemy is within 5 feet of the Aurora Screamer, its ranged attacks are made with Disadvantage.
Actions
Multiattack. Makes two Radiant Lance attacks and uses Piercing Wail.
Radiant Lance. Ranged Attack Roll: +8, range 150 ft. Hit: 18 (3d8 + 4) Radiant damage.
Piercing Wail. Constitution Saving Throw: DC 17, one creature that can hear the Aurora Screamer within 60 feet.
- Failure: 13 (3d8) Thunder damage, and the target becomes Deafened (1 minute). Additionally, if the target is maintaining Concentration, its Concentration automatically breaks.
- Success: Half damage, no other effect.
Corona Burst (Recharge 6). The Aurora Screamer erupts. Every creature in a 40-foot Emanation makes a DC 17 Dexterity save.
- Failure: 45 (10d8) Radiant damage and Blinded for 1 minute.
- Success: Half damage, not Blinded.
Bonus Actions
Drift. The Aurora Screamer moves up to half its Fly speed without provoking Opportunity Attacks.
How to Use
The Aurora Screamer is the caster-hunting Artillery.
Piercing Wail every turn automatically breaks Concentration (there's damage even on a save, and Concentration goes if the save fails). A Wizard's Haste, a Cleric's Spirit Guardians — under threat every turn.
Blinding Radiance — everyone within 30 feet risks going blind. A blind party can't hit a flying target.
It flies (Fly 60, hover) + Drift — melee characters can never reach it.
This is the "nightmare version" of an Artillery.
But it has weaknesses:
| Weakness | Effect |
|---|---|
| Point Blank Weakness | Ranged attacks have Disadvantage within 5 feet |
| NO melee attack | Anyone who reaches it can hit it |
| Blindsight 120 ft. | But it has Immunity to Blinded — meaning blindness doesn't affect it, but your blindness affects you |
How the party wins: Flying or ranged damage. A Ranger/Fighter (Archery) can hit it. Or Fly, Levitate, a flying mount.
Combination (Arctic Encounter):
Aurora Screamer (Artillery) + Rime Caller (Artillery) + 2× Brute
Two Artillery hit from range. The Brutes keep the party from closing in. The party can't reach the Artillery.
For a Lv10 party: 5.000 + 5.000 + (2 × 1.800) = 13.600 XP. Budget (Medium) = 2.300×4 = 9.200. High. Tough but fair — the party has to learn to use mobility.