Legendary Resistance (4/Day): If Avatar of Tzeentch fails a saving throw, it can choose to succeed instead. When it uses this ability to resist a spell, it may choose a new target for that spell. Any saves are made against the original casters Spell DC
Limited Magic Immunity: Avatar of Tzeentch is immune to spells of 5th level or lower, unless he wishes to be affected.
Regeneration: Avatar of Tzeentch regains 50 Hit Points at the start of his turn. If Avatar of Tzeentch takes radiant or necrotic damage, this trait doesn’t function at the start of its next turn. Avatar of Tzeentch dies only if it reaches 0 hit points and does not regenerate on its next turn
Two Heads: The Avatar of Tzeentch has advantage on perception checks
Multi Attack: The Avatar of Tzeentch and use its frightful presence, then makes 3 attacks. 2 with its beaks, and one with its staff.
Beak: Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: (3d6 + 6) piercing damage.
Staff: Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: (3d8+ 6) Bludgeoning damage. On a successful hit, the target must make a Strength save against DC 10+the damage done or be knocked prone.
Frightful Presence: Each creature of the Avatar of Tzeentch's choice that is within 120 ft. of it and aware of it must succeed on a DC 26 wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the The Avatar of Tzeentch's frightful presence for the next 24 hours.
Spellcasting: The Avatar of Tzeentch is an 20th-level spellcaster. Its Spellcasting Ability is Intelligence (spell save DC 26, +19 to hit with spell attacks). The Avatar of Tzeentch has the following Spells prepared:
- Cantrip (at will) Firebolt, True Strike
- 3rd level (3) Dispel Magic, Counterspell
- 4th level (3) Banishment, Polymorph
- 5th level (3) Hold Monster, Telekinesis, Dominate Person
- 6th level (2) Globe of Invulnerability, Disintegrate
- 7th level (2) Prismatic Spray, Teleport, Reverse Gravity
- 8th level (1) Power Word Stun Feeblemind
- 9th level (1) Time Stop
Avatar of Tzeentch has 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Avatar of Tzeentch regains spent legendary actions at the start of his turn.
Tap the Warp: Avatar of Tzeentch roll 1d10. Avatar of Tzeentch regains an expended spell slot of the rolled level. If a 10 is rolled roll twice more.
Attack: Avatar of Tzeentch can make one bite or staff attack.
Cantrip: Avatar of Tzeentch casts a cantrip
Disrupt the warp (2): A creature Avatar of Tzeentch can see must succeed on a DC 26 Wisdom saving throw or lose concentration on any spells they currently have active
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count 40 (losing initiative ties), the Avatar of Tzeentch takes a lair action to cause one of the following effects; the Avatar of Tzeentch can’t use the same effect two rounds in a row:
- Great Staff of Tzeentch: The Avatar of Tzeentch hold its staff aloft and chooses any number of creatures within 90 feet of it. Each of those creatures rolls a 1d4, the result is their mutation number. They then rolls 1d6 twice and consult the following list. 1=Strength, 2=Dexterity, 3=Constitution 4=Intelligence, 5=Wisdom 6=Charisma. Until the next use of a lair action, the character subtracts their mutation number from the first stat and add it to the second.
- Twist Fates: Roll 2d20. Until the next use of a lair action, The Avatar of Tzeentch may use the results of these two rolls to replace the result of any 2 d20 rolls by any creature.
- See the strands: All characters must declare their next actions, and are committed to them for their next turn. If something happens between this point and their next turn that prevents them from taking that action, their turn is lost
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