Legendary Resistance (3). When the Avatar fails a saving throw, it may choose to succeed instead.
Magical Weapons. The Avatar's weapon attacks are magical.
Multiattack. The Avatar makes two melee spear attacks or one ranged spear attack.
Spear. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 14 (2d6 + 7) piercing damage, or 16 (2d8 + 7) piercing damage if used with two hands to make a melee attack.
Return Spear. The Avatar's spear returns to his hand.
Voice of the Storm. When the Avatar takes thunder damage, it unleashes an tremendous roar. All hostile creatures within 120 feet of it must succeed on a Constitution Saving Throw (DC 15) or become deafened for 1d4 rounds.
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. The spellcasting ability for any spells is Wisdom (+7 to hit, spell save DC 15).
Attack. The Avatar makes a spear attack.
Eye of Gruumsh. The Avatar makes a Wisdom (Perception) check.
Empowered Lightning Lure (costs 2 actions). The Avatar casts lightning lure. The range of this ability is increased to 30 ft. and the pull effect is increased to 20 ft.
Thunder Step (costs 3 actions; recharge 6). The Avatar casts thunder step.
Description
An Avatar of the One-Eyed Orc God.
Lair and Lair Actions
The Underground Tomb of the Warpriest Xulam.
Lair Actions
Gruumsh has silently watched over the tomb for centuries, empowered by the lesser gods of his pantheon whose shrines are hidden throughout the tomb. Those lesser gods whose shrines remain active may be called upon by Gruumsh to aid him.
On initiative count 20 (losing initiative ties), the Avatar of Gruumsh takes a lair action to cause one of the following effects; the Avatar of Gruumsh can’t use the same effect two rounds in a row and must attempt to use all effects at least once:
- Blood Moon Witch. The Avatar invokes Luthic to imbue it with false life, granting the Avatar 34 (6d8 + 7) temporary hit points. If the Hidden Shrine of Luthic is inactive, this action has no effect.
- Marshal the Troops. The Avatar invokes Ilnveal to cast spirit guardians or spiritual weapon. The spellcasting ability for this spell is Wisdom (+5 to hit; DC 12). If the Hidden Shrine of Ilneval is inactive, this action has no effect.
- Son of Gruumsh. The Avatar invokes Bahgtru to imbue him with strength. Whenever the Avatar uses its Multiattack, it may make an additional Spear attack. Additionally, the Avatar's critical hits deal an additional 2d6 points of weapon damage. This effect ends when the Avatar lands a critical hit. If the Hidden Shrine of Bahgtru is inactive, this action has no effect.
- Blade in the Darkness. The Avatar invokes Shargaas to cast darkness or phantasmal killer (DC 12). If the Hidden Shrine of Shargaas is inactive, this action has no effect.
- White Hand of Yurtus. The Avatar invokes Yurtus to cast ray of sickness, ray of enfeeblement or cloudkill (DC 12). Cloudkill must be centered on the Ground Floor. If the Hidden Shrine of Yurtus is inactive, this action has no effect.
Regional Effects
Stones and gems of various sizes float lazily through the air. The dwarven architects imbued these stones with magic to form bridges for any being wishing to cross from the outer walkway to the two platforms in the center of the room.
The Sanctum's magic is warped by the essence of Gruumsh. On initiative count 20 (losing initiative ties and after all lair actions), the lair independently does one of the following:
- Stones and Gems of various sizes fly across the room to form two 5 ft. by 20 ft. Stone Bridges, connecting the outer walkway to the two platforms in the center of the room.
- All Stone Bridges become unstable. Creatures attempting to cross an Unstable Stone Bridge must make a Dexterity (Acrobatics) check (DC 12) or be knocked prone as they are crossing.
- All unstable Stone Bridges explode, sending the stones flying everywhere. Any creature on or adjacent to an unstable Stone Bridge must make a Dexterity saving throw (DC 15) or take 7 (2d6) points of bludgeoning damage.
If the Avatar of Gruumsh dies, these erratic effects fade over the course of 1d6 hours and the bridges will form normally again.
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Posted Jul 17, 2024Awesome monster, definitely gonna use that in my orc themed oneshot tmr, but where can I find the map, the stat block is referring to?