Armor Class 14
Hit Points 340 (30d20 + 40)
Speed 45 ft.
STR
18 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
12 (+1)
Damage Resistances Radiant
Condition Immunities Blinded, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 60ft, Passive Perception 11
Languages --
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Phase Transition. At 66% and 33% hit points, you may remove all on-going effects on yourself and start a new phase transition event.

Aura: Damaging. The space around you is dangerous. Creatures take damage 7 when they enter your aura or start their turn within it half that if they pass a wis save of 11.

Damage Absorption. Whenever you would take damage Radiant Damage, you instead regain that many hit points.

Seige Monster. You deal double damage to objects and structures.

Crushed Underfoot. When it moves into a space occupied by a creature or a creature enters its space the creature must do a dc 11 Dexterity throw if it fails it takes 6d6 bludgeoning damage and falls prone

Actions

Stomp. Melee Weapon Attack: +11 vs AC. Hit: 20 (4d8) Bludgeoning damage.

Bite. Melee Weapon Attack: +11 vs AC. Hit: 20 (3d10) Piercing damage.

Legendary Actions

Burning Sun (recharge 6-8). Burning suns Avatar exhales Radiant Energy in 2 90-foot Cones Each creature in that the cone must make a DC 19 Dexterity saving throw, taking (6d10) radiant damage on a failed save, or half as much damage on a successful one.

Legendary Resistance (2)

kingdaruk

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