Armor Class 17 (natural armor)
Hit Points 142 (15d10 + 60)
Speed 40 ft., Swim 30 ft.
STR
20 (+5)
DEX
10 (+0)
CON
18 (+4)
INT
7 (-2)
WIS
13 (+1)
CHA
7 (-2)
Skills Perception +3
Damage Resistances Cold, Bludgeoning from non magical attacks
Damage Immunities Piercing, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 10ft, Darkvision 60 ft, Passive Perception 13
Languages Understands all languages, does not speak but the avatar gestures and can speak telepathically in very basic terms.
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Keen Smell. The avatar has advantage on Wisdom (Perception) checks that rely on smell.

Construct Nature. An avatar doesn't require air, food, drink, or sleep.

Regeneration. The avatar regains 10 hit points at the start of its turn if it has at least 1 hit point.

Spell Storing. An ally spellcaster can cause the avatar to store one spell of 4th level or lower. To do so, the ally must cast the spell on the avatar. The spell has no effect but is stored within the avatar. When a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster,
requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.

Immutable Form. The avatar is immune to any spell or effect that would alter its form .

Actions

Multiattack. The avatar makes two attacks: choose 2 of the following three:

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Fist. Melee Weapon Attack: +7 to hit, reach 5 ft. , one target. Hit: 11 (2d6 + 4) bludgeoning damage.

When an attack hits, the hit target must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.

Reactions

Shield. When a creature makes an attack against an ally, the avatar grants a +2 bonus to the wearer's AC if the avatar is within 5 feet of the ally.

Legendary Actions

The avatar can take 2 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.

Teleport. The avatar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Cantrip. The avatar casts a cantrip.

Description

The Avatar of the God of Guardians and Protection is a Bipedal Bear with a metallic fur.

Monster Tags: Misc Creature

asauveur

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