Medium Undead (Human), Neutral
Armor Class 15
Hit Points 250 (20d8 + 100)
Speed
STR
10 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
14 (+2)
WIS
20 (+5)
CHA
12 (+1)
Saving Throws DEX +8, WIS +10
Damage Vulnerabilities Fire
Damage Resistances Acid, Necrotic, Poison
Damage Immunities Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Passive Perception 12
Languages --
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Presence of S'y.  30ft radius, constantly active. All creatures entering the radius, or at the start of their turn must make a DC 10 Charisma save or be feared, Undead creatures are not Immune and roll at disadvantage.

Terrors Bite. 10ft radius, constantly active. All creatures entering the radius, or at the start of their turn must make a DC 17 Wisdom save of be incapacitated. Undead creatures roll at a disadvantage and become under control of the Avatar of Era if failed.

Actions

The Avatar of Era makes no actions or attacks on their turn. They will maintain their walking speed at a steady pace towards their preset destination during the from dawn to dusk, or remain at a resting state from dusk to dawn.

Bonus Actions

If damaged a nearby Undead under control makes a melee attack against the attacker.

Reactions

Ward of Conviction. Attackers must make a DC 15 Wisdom save to perform any hostile action against the Avatar of Era.

His Sourge. If hit in melee, attacker must make a DC 17 Charisma save or be restrained and take 2d12 Psychic Damage.

Legendary Actions

The Avatar of Era is single minded and has but one purpose.

Shrug off. Once per round, The Avatar of Era may ignore any saving throw.

Mythic Actions

As the cursed beacon of S'y, the dead are not allowed rest within her presence.

Legendary Action Name. Once per round, all creatures killed in the round roll a DC 10 Charisma save or become Undead at full health under control of the Avatar of Era.

Description

A lost soul cursed to retrace their steps by S'y, their very steps awaken the dead untouched by their predecessor. 

Lair and Lair Actions

The Avatar of Era has no liar and maintains a constant pilgrimage, their very presence awakens the dead.

Lair Actions

On initiative count 10 (losing initiative ties), the Avatar of Era takes a lair action to cause one of the following effects; the can’t use the same effect two rounds in a row:

  • 1d6 dead creatures within 100ft are raised with full HP under The Avatar of Era's control.
  • 2d10 Undead creatures are healed 2d10 HP.

Regional Effects

The region The Avatar of Era travels is reaped, which creates one or more of the following effects:

  • Dead creatures within the region can not be resurrected.

If the Avatar of Era dies, these effects fade over the course of 5d10 years. All aura effects cease but the corporeal form of the Avatar of Era continues their pilgrimage.

Gnuk

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