Gargantuan Celestial, Lawful Evil
Armor Class 19 Natural Armor
Hit Points 475 (25d12)
Speed 60 ft., Walk 30 ft.
STR
25 (+7)
DEX
15 (+2)
CON
22 (+6)
INT
20 (+5)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws STR +13, CON +12, INT +11
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Radiant
Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Prone, Stunned
Senses Truesight 120 ft., Passive Perception 18
Languages All, Telepathy 120 ft.
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Bane's Blessing. The radiant magic of the God Bane flows through the avatar's form.  The power grants additional 2d8 radiant damage on each hit with the Avatar's melee weapons. 

Legendary Resistance (3/day). If the Avatar fails a saving throw it can choose to pass instead.

Innate Spellcasting. The Avatar's spellcasting ability is Intelligence (spell Attack +11) (spell save DC 19). They can innately cast the following spells, requiring only verbal components:

At Will: Mind Sliver (At 16th Level: 3d6 Psychic, 1d4 Save loss)
2/day each: steel wind strike, counterspell (At 7th Level).

1/day: banishment (At 5th Level, 2 targets).

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

Actions

Multiattack. The Avatar makes two melee attacks.

Holy Scimitar. Melee Weapon Attack:  +11 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 7) slashing damage plus 11 (2d8) radiant damage. 

Holy Whip. Melee Weapon Attack : +8 to hit, reach 20 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 11 (2d8) radiant damage. On a critical hit (20), add an additional 10 slashing damage, in addition to critical hit damage.

Reactions

As a reaction, the Avatar of Bane may cast counterspell up to 2 times per day at 7th level, once per turn.

Legendary Actions

Legendary Actions:

The Avatar can take 4 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.

 

Tail Spike (Costs 1 Action). (Range 10 ft) The Avatar strikes out towards an opponent near them with their spiked tail.  Melee attack roll (+8 to hit) on a hit deal 1d10 piercing damage, and make a DC 15 dexterity Save or be pinned to the ground and restrained.  At the end of each turn the creature may make a strength saving throw DC 15 to break free.  Only one creature may be restrained at a time.

Wing Bash (Costs 1 Action). (Range 10 ft).  The Avatar spins to face a nearby opponent and uses his razor sharp wings to bash an opponent away.  Melee attack roll (+11 to hit) on a hit deal 2d8 Bludgeoning damage, plus 2d4 slashing damage and be knocked prone.  Make a DC 15 dexterity Save for half damage and no prone.

Phase Shift (Costs 1 Action).   Slowly begins to shift and dematerialize; reappearing within 60 ft of their last location.  Attacks of Opportunity against it during the phase shift are done so at disadvantage.

Nightmare (Costs 2 Actions) (Returns on a 5 or 6 on a D6). (Range 60 ft) The Avatar looks towards an opponent it can see, within range, on the battlefield and speaks in an ancient arcane language.  The creature must make a DC 17 Wisdom Save for half damage and no effect or take 2d10 psychic damage and be thrust into a vision of their worst nightmare.  While in this nightmare all previously friendly opponents appear to be monsters within this nightmare.  Make a DC 15 Intelligence Saving Throw at the beginning of their next turn, or they will attack their new opponents.  At the end of each turn, the creature can attempt another DC 17 Wisdom Save to end the effect.

 

Description

The power and might of the god, Bane, flows through this twisted version of the leader of the Champions of Bane.  They are no longer the mere mortal being they once were.  Gnarled wings, bone armor, massive weapons, horns, a whip-like tail and boney protrusions mar their once diminutive frame.  They now possess a portion of the power of Bane and will do His bidding to bring about the destruction of the favored races. 

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), the core tablet takes a lair action to cause one of the following effects; the core tablet can’t use the same effect two rounds in a row:

  • Chaotic Curse - All opponents make a DC 18 Intelligence saving throw, on a failure a random status affect is applied to them.  The effect lasts until initiative count 20 on the next round.  Each time Chaotic Pulse is invoked, the power wanes slightly and the DC decreases by 1.  Use the table below to determine the status effect:
    • Roll a d6:
      • 1 - No Effect
      • 2 - Deafened
      • 3 - Poisoned
      • 4 - Frightened
      • 5 - Blinded
      • 6 - Restrained
  • Chaotic Boon - All creatures (including the Avatar) within 60 ft of the core tablet make a DC 14 Constitution saving throw (the Avatar does so with advantage).  A random buff will occur for those who pass the save.  The effect lasts until initiative count 20 on the next round. Each time Chaotic Pulse is invoked, the power wanes slightly and the DC increases by 1.  Use the table below to determine the status effect:
    • Roll a d6:
      • 1 - Healed for 2d10 HP
      • 2 - +10 movement speed
      • 3 - AC increased by 1
      • 4 - Hasted (no adverse effect upon status ending)
      • 5 - Flight (60 ft/round)
      • 6 - No Effect.
  •  Chaos Bringer - Summons a Chaos Bringer to defend the core tablet.

Monster Tags: Angel

Habitat: Mountain

Spitz79

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