Medium Celestial, Neutral
Armor Class 20 Plate, +1
Hit Points 676 (52d12 + 312)
Speed 60 ft., Fly 60 ft. (hover)
STR
22 (+6)
DEX
22 (+6)
CON
24 (+7)
INT
14 (+2)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws STR +15, DEX +15, CON +16
Skills Acrobatics +15, Athletics +24, History +11, Intimidation +21, Perception +22, Performance +12, Persuasion +13, Sleight of Hand +10, Stealth +10, Survival +13
Condition Immunities Charmed, Exhaustion, Frightened
Senses Truesight 120 ft., Passive Perception 32
Languages Telepathy 120 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

 Legendary Resistance (3/Day). If the Avatar fails a saving throw, it can choose to succeed instead.

Magic Resistance. The Avatar has advantage on saving throws against spells and other magical effects.

Great Weapon Fighting. The Avatar can reroll a 1 or 2 on damage dice with melee weapons wielded with two hands.

Action Surge. The Avatar can take one additional action on its turn. This can be used 3 times per short rest.

Improved Critical. The Avatar scores a critical hit on a roll of 17 - 20.

Eagle Totem. While raging, other creatures have disadvantage on opportunity attacks against it.

Relentless Rage. If the Avatar drops to 0 hit points while raging, it can make a DC 10 CON save. If it succeeds, she drops to 1 hit point instead. The DC increases by 5 for each successful save after the first. Resetting to 10 after a short or long rest.

Reckless Attack. The Avatar can chose to make Reckless attacks on its turn, gaining advantage on all of its attacks using STR that turn, but all attack rolls against it have advantage until the start of its next turn.

Danger Sense. The Avatar has advantage on DEX saves against effects that it can see.

Indomitable. The Avatar can reroll a saving throw that it fails - it must use the new role. It can use this ability 3 times per long rest.

Survivor.  At the start of each of The Avatar's turns, it regains +12 HP if it has no more then half (and not 0) of its HP left.

 

 

Actions

Multiattack. The Avatar makes 5 Flaming Craven Edge attacks or 5 Corpse Slayer Longbow Attacks.

Flaming Craven Edge Attack. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 22 (2d6 + 8) slashing damage, (1d6) necrotic damage, and (1d6) fire damage. The hit creature must make a DC 12 CON save or lose 1 point of strength, which is transferred to The Avatar, to a maximum of 30. If a creature is reduced to 0 Strength, they die. If The Avatar reaches 25 strength, Flaming Craven Edge deals an additional 7 (2d6) necrotic damage and an extra 7 (2d6) fire damage (for a total of 2d6+8 slashing, 3d6 necrotic, and 3d6 fire damage).

Corpse Slayer Longbow. Ranged Weapon Attack: +16 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 7) piercing damage.

Bonus Actions

The Avatar has two bonus actions on its turns.

Second Wind. Twice per short rest, The Avatar can use a bonus action to regain 1d10 + 35 HP.

Eagle Dash. The Avatar can dash as a bonus action.

Maneuvers: Trip Attack. When The Avatar hits with a weapon attack, it can expend one superiority die (d12) to add the total to the damage roll, and if the target is Large or smaller, it must make a STR saving throw (DC 20). On failure, it knocks the target prone.

Rage. As a bonus action, The Avatar can enter a rage for up to 1 minute. It gains advantage on STR checks and Saves, +4 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage.

Wolf Totem. While raging, she can use a bonus action to on her turn to knock a Large or smaller creature prone when she hits with a melee weapon attack.

Reactions
Mage Slayer Attack

When a creature within 5 ft. of you casts a spell, The Avatar can use its reaction to make a melee weapon attack against that creature.

Maneuvers: Riposte

When a creature misses The Avatar with a melee attack, it can use tis reaction and expend one superiority die (d12) to make a melee weapon attack against it (add the superiority die to the attack’s damage roll on hit).

Sentinel Attack

When a creature within 5 ft. of The Avatar makes an attack against a target other than it, it can use its reaction to make a melee weapon attack against the attacking creature.

Legendary Actions

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.

Move. The Avatar moves up to its speed without provoking opportunity attacks.

Quick Strike. The Avatar makes one Flaming Craven Edge Attack.

Moving Strike (Costs 2 Actions). The Avatar can move up to half its movement and make a single attack with either Flaming Craven Edge or its Longbow. The attack can come before, after, or during this movement.

Description

The Avatar of Combat was once a mortal who excelled in the art of combat. Upon their death, they were offered a Wish by the god of combat. Their choice was to live on, forever, practicing and honing their art. As a result, the Avatar of Combat was born. Reincarnated into a new form, the Avatar's new body is perfectly designed for combat. With no facial features to give cues to its opponents, skin as tough as boiled leather, and the ability to see through magical deceptions, it quickly gained enough strength and technique to best any being in single combat.

Forever Fighting. The Avatar of Combat cannot be killed, only temporarily disabled. Any effect that would outright kill the Avatar or destroy its body makes it vanish in a flash of light, only for it to reform within a day somewhere in it's demiplane. It will then seek out those who defeated it to grant them a boon, as long as the combat was honorable. Those who seek to defeat the Avatar through trickery and deception, fighting without honor, will find themselves with an unrelenting and undying enemy.

Always Improving. The Avatar of Combat most enjoys testing itself against new foes, or old foes that have learned new abilities or techniques. It finds no joy in crushing the weak, and if called upon by a God to fight those it determines to be too weak, it will not listen to that god's requests again, until provided with a significant challenge as an apology.

Perfect Body. The Avatar of Combat does not need to eat, drink, or sleep.

Lair and Lair Actions

The Avatar's Domicile

The Avatar of Combat lives in an isolated demiplane where it spends its time honing its combat skills. It is rarely encountered in its home, however preferring to venture out on it's own whims to challenge strong opponents, or sent to test combatants at the behest of any one of a myriad of gods that venerate the art of combat. On the off chance the Avatar of Combat is encountered in it's home, it has mastery over it's environment.

The Avatar when encountered in it's lair is effectively a CR 31 (??? xp)

Lair Actions

On initiative count 20 (losing initiative ties), the Avatar can take a lair action to cause one of the following magical effects; the Avatar cannot use the same effect two rounds in a row:

  • The Avatar of Combat takes a turn immediately after this lair action is selected, in addition to it's regular turn in the initiative order. This turn does not reset its Legendary Actions.
  • Any creature that is positioned higher vertically than the creature they are attacking has advantage on Melee Attack rolls. This effect lasts until initiative count 20 on the next round.
  • The weapons strewn about the demiplane raise into the air in a whirling maelstrom. Every creature within 60 feet of the Avatar must succeed on a DC 18 Dexterity saving throw, taking 42 (12d6) slashing, piercing, or bludgeoning damage (the Avatar's choice) on a failed save, or half as much on a success. The weapons then return to their previous positions, inert.
Astral_Tzer

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