Siege Monster. The Avatar of Halcyon deals double damage to objects and structures.
Mount of the Gods. The Avatar of Halcyon can carry up to 10 Medium or Small creatures. Large creatures count as 3 Medium creatures. Huge creatures count as 9 Medium creatures. There is no barding for the Avatar of Halcyon, and the creatures riding it cannot be dislodged by the Avatars maneuvering, but they can be forcefully dismounted if they lose their focus. If a creature riding the Avatar of Halcyon takes damage, it must succeed on a Wisdom saving throw or lose their grip (at which point, what occurs is up to the DM's discretion). The DC for the saving throw is either half the damage taken or 10, whichever is higher. A creature can only be forced to make this check from one damage source per round. If a creature takes damage multiple times from the same source in one round, use the largest damage inflicted to determine the DC. These saving throws are made and resolved at the end of each round.
Multiattack. The Avatar of Halycon makes two attacks.
Rend. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) radiant damage. If the creature is a fiend, aberration, or undead, this damage is doubled.
Cry of Halcyon (Recharge 6). Each creature within earshot of the Avatar of Halcyon must succeed on a DC 16 Wisdom saving throw or be frightened of the Avatar of Halcyon. An attuned wielder of the King's Gauntlet may select alignments that are immune to this effect.
Breath Weapon (Recharge 8). The Avatar of Halcyon exhales fire-like radiant energy in a 90-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 71 (13d10) radiant damage on a failed save, or half as much damage on a successful one. Lawful good creatures and celestials are unaffected by this damage.
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