Legendary Resistance (3/Day): If the avatar fails a saving throw, it can choose to succeed instead. Note: If the party decides to do a long rest prior to this battle, the avatar can have 4 Legendary Resistances if the DM chooses.
Charge: If the Avatar moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Innate Spellcasting: The avatar's innate Spellcasting Ability is Charisma (spell save DC 15). The avatar can innately cast the following Spells, requiring no components:
At will: [spell[Detect Evil and Good[/spell],Pass without Trace, Toll the Dead (5th level)
1/day each: Blight 5th level, Dispel Evil and Good, Entangle
Magic Resistance: The avatar has advantage on Saving Throws against Spells and other magical Effects.
Magic Weapons: The avatar's weapon attacks are magical.
Multiattack. The avatar makes two attacks: one with its hooves and one with its horn.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 32 (8d6 + 4) necrotic damage.
Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 32 (8d6 + 4) necrotic damage. If the target is a humanoid, it must succeed on a DC 15 Wisdom saving throw or be transformed into a wolf under the avatar’s control. This transformation lasts for 1 hour, or until the target drops to 0 hit points or dies. The target’s game statistics are replaced by the wolf’s statistics, but it retains its hit points. The target is limited in the actions it can perform by the nature of its wolf form, and it can’t speak, cast spells, or take any other action that requires hands or speech. The target’s gear melds into the new form, and it can’t activate, use, wield, or otherwise benefit from any of its equipment.
Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent Legendary Actions are regained at the start of each turn. Note: If the party decides to do a long rest prior to this battle, the avatar can have 4 Legendary Actions if the DM chooses.
Spell: The avatar can do 1 of its at will spells.
Search: The avatar can make a perception check.
Hooves: The avatar makes one Attack with its hooves.
Far Step (Costs 2 Actions): The avatar casts the Far Step. While concentrating on this spell, you can spend 1 Action to teleport again within the confines of the spell.
Horned Charge (Cost 3 Actions): The avatar can do the Charge Action plus a Horn Attack.
When the avatar reaches 1 hit points or below in the Pool of Eternal Springs only, the blood from the sacrifices kicks in with a double dose. The avatar stays at 1 HP and instantly is rewarded with 70 temporary HP. It then can choose from the following Mythic Actions on top of the regular Legendary Actions.
Eye of the Corrupted (Costs 2 Actions): The avatar can cast Blight at 5th Level.
Reinforcements (Costs 2 Actions): The avatar can cast Danse Macabre at 5th level to activate skeleton or zombie from the werewolves in battle or from the sacrificed forest animals.
Pure Death (Costs 3 Actions): The avatar can cast Circle of Death at 6th Level.
After this point, if the avatar is slain, it dies.
Lair and Lair Actions
When the red lightning bolt hits the tainted Pool of Eternal Springs, this instantly becomes the Avatar's lair.
Lair Actions
Though these are considered "Lair Actions," for this encounter, call them Corrupted Pool Actions. On initiative count #20 (losing initiative ties), the avatar takes a corrupted pool action to cause one of the following effects; the avatar can’t use the same effect two rounds in a row:
- The avatar is healed 2d8 points if in the pool. This corrupted pool action cannot be used twice in a row.
- The avatar can splash blood in a sphere with a 20 ft radius centred on itself. Any creature in the cone must make a DC 15 Dexterity saving throw. On a failed save, it takes 2d8 poison damage and is poisoned. On a successful save the creature just takes half damage. This corrupted pool action cannot be used twice in a row.
- The avatar can force all player in a 60 ft cone to make a DC 15 Wisdom saving throw. On a fail, the creature becomes frightened of the avatar. The creature can re-roll their throw at the end of their respective turns. On a success, the creature is immune to being frightened of the avatar for 24 hours. This corrupted pool action cannot be used twice in a row.
- Thanks to Malar, the storm clouds are heavy above the pool and random lightning bolts are hitting anywhere on the field of battle. From the top of the initiative order going down, have each character roll a d20. On a natural 1, stop. A random lightning bolt hits that character: Call Lightning, 5th level, DC 15. On top of that, every creature on the board takes 1d6 thunder damage from the crack of thunder the lightning makes. This corrupted pool action cannot be used twice in a row. Note: Only use this as an extra challenge if your adventurers got through Lore of Lurue easily and the party consists of five players or more.
The pool is considered difficult terrain. If a player enters the pool, have them make a DC 15 Constitution saving throw. On a fail, they are poisoned and take 2d8 poison damage. On a success, just half damage. This continues at the beginning of each of their turns when they are in the pool.
If the three swarm of ravens were never slain up to this point, they are on the battlefield and are instantly allied with the Corrupted Avatar and Malar.
Previous Versions
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7/5/2021 10:45:00 PM
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