Large Aberration, Lawful Evil
Armor Class 18 Natural Armour
Hit Points 212 (25d10 + 75)
Speed 25 ft., Walk 0 ft.
STR
12 (+1)
DEX
16 (+3)
CON
16 (+3)
INT
24 (+7)
WIS
18 (+4)
CHA
22 (+6)
Saving Throws INT +13, WIS +10, CHA +12
Skills Arcana +22, Insight +12, Perception +20
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Senses Truesight 120 ft., Passive Perception 30
Languages All Can understand all Languages but can only communicate telepathically, Telepathy 120 ft. Deep Speech, Undercommon
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits
Aura of Darkness. 

The Avatar of Bolothamogg emits an a 15 ft. sphere of magical Darkness centred on itself, as a Bonus Action it can turn this Aura on or off.

Maddening Reality. 
Any creature that sees the Avatar of Bolothamogg must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Whilst frightened, the Creature cannot speak other then to gibber and scream incoherently.

Actions

Lashing Tendrils. 
Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 22 (4d10) Force damage.
Target must make a DC 12 Athletics or Acrobatics check, on a fail they are grappled and the Avatar of Bolothamogg may make an additional Lashing Tendrils as a bonus action

Powers of Darkness. 
The Avatar of Bolothamogg uses three Powers of Darkness per turn, choosing one to three targets it can see within 120 feet of it:
1. Siren's Song. The targeted creature must succeed on a DC 18 Wisdom saving throw or be charmed by the Avatar of Bolothamogg for 1 hour, or until it harms the creature, Whilst Charmed the targeted creature uses its movement action each turn to walk towards the Avatar of Bolothamogg.

2. Fear Itself. The targeted creature must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3. Flee in Terror. The targeted creature must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

4. Wave of Lethargy. The targeted creature must succeed on a DC 18 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

5. Call of the Void. The targeted creature must make a DC 18 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.

6. Mind Over Matter. If the target is a creature, it must succeed on a DC 20 Strength saving throw or the Avatar of Bolothamogg moves it up to 30 feet in any direction. The creature is restrained by the the Power of Darkness until the start of the Avatar's next turn or until the Avatar is incapacitated.
If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The Avatar of Bolothamogg can also exert fine control on objects with this Power, such as manipulating a simple tool or opening a door or a container.

7. Dreams of Madness. The targeted creature must succeed on a DC 18 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.

8. Shadows Consume. The targeted creature must make a DC 18 Dexterity saving throw. On a failed save, the creature begins to turn be covered in a living shadow and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is Petrified and Invisible until freed by the greater restoration spell or other magic.

9. All is Dust. If the target is a creature, it must succeed on a DC 18 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body is reduced to a fine black dust.
If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.

10. Sudden Death. The targeted creature must succeed on a DC 18 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

Legendary Actions

Drift (Costs 1 Action). The Avatar of Bolothamogg may make a movement action without provoking opportunity attacks

Power of Darkness (Costs 1 Actions). The Avatar of Bolothamogg uses one random Power of Darkness.

Vanish into Nothing (Costs 2 Actions). The Avatar of Bolothamogg may cast Banishment; without needing Verbal, Somatic or Material Components.

Return to the Dark (Costs 3 Actions). The Avatar of Bolothamogg may Cast Plane Shift on itself; without needing Verbal, Somatic or Material Components.

Description

Also known as Him Who Watches from Beyond the Stars, Bolothamogg is the elder evil who is said to be the darkness between the stars, the guardian force or entity that exists to ensure that nothing in the multiverse can escape to taint the true reality of the outer dimensions. 

When Bolothamogg needs to, it can manifest a fragment of its power as an Avatar of Bolothamogg, often cloaked in an Aura of Magical Darkness, its true form is a terrifying incomprehendable mass of writhing black tendrils and faint orbs of light that resemble far off stars.

DM_Kyofu

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