Large Fey, Chaotic Evil
Armor Class 16 (Natural Armor)
Hit Points 73 (8d10 + 33)
Speed 45 ft.
STR
14 (+2)
DEX
19 (+4)
CON
18 (+4)
INT
7 (-2)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws DEX +6, CHA +5
Skills Acrobatics +6, Intimidation +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 150 ft., Passive Perception 14
Languages Abyssal, Common, Sylvan
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Avatar. If the avatar is subjected to an effect that would cause it to be frightened, it redirects it at the creature causing it, requiring them to make the saving throw against it, and making that creature frightened of the avatar for the duration. 

Eat Their Fear. If the avatar attacks a frightened creature, it regains hit points for half of the damage it deals. 

Unorthodox Attacks. The avatar uses its strangely shaped limbs to twist and swing from odd angles. This gives it a natural +1 to its attacks (included in the attack).

Aggressive Jumper. The avatar can jump up to 100 ft. towards a creature that is hostile to it, but only if that creature is not facing directly at it. Unless the avatar chooses otherwise, this movement is entirely silent. 

Actions

Multiattack. The avatar makes two attacks, one with its bite and one with its scythe. It can also use Siphon Fear if it is available. It can also use Distorted Mimicry as a bonus action. 

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage and the target must make a DC 12 Wisdom Save or it is frightened for one minute. 

Scythe. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 4) slashing damage and 3 (1d6) psychic damage. 

Siphon Fear (Recharge 5-6). The avatar mentally drains the life of those terrified of it. Any creature within 60 ft. of the avatar that is frightened by it must make a DC 12 Wisdom save, taking 12 (3d8) psychic damage on a failure, or half as much on a success. The avatar then regains hit points equal to the full amount of damage dealt. 

Distorted Mimicry. The avatar repeats the last few words or sentences of a prior victim, or unleashed a scream in a much more warped manner of a victim. One creature that can hear the avatar of its choice must make a DC 12 Charisma save or it has disadvantage on its next attack roll, saving throw, or ability check while it is still within 1 mile of the avatar.  

Description

The Avatar of Fear is an intense warping of a scarecrow given form by fey magic. When a fey imbues a scarecrow with raw, unadulterated fear, they sometimes become one such terror. They are largely unintelligent, but know exactly how to strike panic in those they prey upon, playing on many being's fear of nonliving objects being given life to quickly rip them to shreds. The jaunting and twitchy movements of them are usually enough to make most of their selected prey cower in fear of what has descended upon them. 

RandomChaos

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