Molten Body. Whenever the golem is subjected to fire and poison damage, it takes no damage.
Immutable Form. The Avatar is immune to any spell or effect that would alter its form.
Magic Resistance. The Avatar has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Avatar's weapon attacks are magical.
Fire Beam. For an attack, an Avatar of Khaine may shoot a ray of fire from it's sword, the Wailing Doom.
Multiattack. The Avatar can make two melee attacks or one ranged attack.
Wailing Doom. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage plus 8 fire damage.
Fire Beam. Ranged Weapon Attack: +10 to hit, reach 80/240 ft., one creature. Hit: 37 (6d10 + 4) piercing damage plus 5 fire damage.
Opportunity Attack: You can make an Opportunity Attack when a Hostile creature that you can see moves out of your reach. To make the Opportunity Attack, you use your Reaction to make one melee Attack against the provoking creature. The Attack occurs right before the creature leaves your reach.
Description
At the heart of every Aeldari Craftworld, sentient cities made mostly of bone, sits the Avatar, it's own incarnation of the Bloody-Handed God of the these Elves, Kaela Mensha Khaine. Aroused from his throne of smouldering iron, the Avatar leads the warriors of his Craftworld to battle. Huge and all-powerful, the Avatar is a god incarnate, the embodiment of the Aeldari racial soul and a deadly opponent those who oppose them.
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