Huge unknown, Chaotic Evil
Armor Class 14
Hit Points 297 (22d12 + 154)
Speed 100 ft., Fly 100 ft.
STR
22 (+6)
DEX
19 (+4)
CON
24 (+7)
INT
6 (-2)
WIS
9 (-1)
CHA
8 (-1)
Saving Throws CON +13
Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Senses Passive Perception 10
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits
Annihilating Aura. 

Any creature that starts its turn within 10 feet of the Avatar must succeed on a DC 21 Constitution saving throw or take 14 (4d6) necrotic damage or be frightened

Life Eater. 

A creature reduced to 0 hit points from damage dealt by the nightwalker dies and can't be revived by any means short of a wish spell.

 

Actions
Multiattack. 

The Avatar uses Enervating Focus twice, or Finger of Doom, if available.

 
Enervating Focus. 

Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 28 (5d8 + 6) necrotic damage. The target must succeed on a DC 21 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest.

 
Finger of Doom (Recharge 6). 

The Avatar points at one creature it can see within 300 feet of it. The target must succeed on a DC 21 Wisdom saving throw or take 26 (4d12) necrotic damage and become frightened until the end of the Avatars next turn. While frightened in this way, the creature is also paralyzed. If a target's saving throw is successful, the target is immune to the Avatar's Finger of Doom for the next 24 hours.

Mythic Actions

When the ritual is completed by speaking he last line of the sealing poem, the Avatar of Vampyr gets the following Legendary Action at the end of a players turn.

Last Resort. The Avatar can teleport within 15 ft of the player and use Enervating Focus twice.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Ashes_

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