Medium Celestial, Chaotic Good
Armor Class 17
Hit Points 380 (45d8 + 200)
Speed 300 ft.
STR
16 (+3)
DEX
26 (+8)
CON
18 (+4)
INT
19 (+4)
WIS
18 (+4)
CHA
15 (+2)
Saving Throws DEX +15, CHA +9
Skills Acrobatics +11, Arcana +10, Athletics +8, History +9, Perception +14
Damage Resistances Radiant, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Damage Dealt By Traps
Condition Immunities Exhaustion, Frightened, Poisoned, Unconscious
Senses Blindsight 15ft, Passive Perception 14
Languages Auran, Blink Dog, Celestial, Common, Ignan, Infernal
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Hermes's Boots. The Avatar of Hermes wears the winged boots.

Living Snakes. The Avatar of Hermes can use a bonus action to add 2d4 poison damage to his caduceus attacks.

Innate Spellcasting. The Avatar of Hermes can cast the following spells with no material components(spell save DC 20): at will: Featherfall, Detect Magic, Jump(self only), Cure Wounds, Spider Climb. 4/day: Gust of Wind, Minor Illusion, Blink. 3/day: Haste, Slow. 

 

 
Actions

Caduceus. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 2 (2d6 + 3) bludgeoning damage, plus 2d6 radiant damage.

Legendary Actions

The avatar can take 3 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. The avatar regains spent legendary actions at the start of its turn.

Quick Reflexes. The avatar moves up to his speed.

 

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUrban

theinfernalassasin

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