Astral Entity. The Avatar can leave the Astral Plane for up to 10 minutes, after which time it is instantaneously transported back to the Astral Plane.
Astral Sight. The Avatar can see all Astral travellers.
Magic Weapons. The Avatar’s weapon attacks are magical.
Legendary Resistance (3/Day). If the Avatar fails a saving throw, it can choose to succeed instead.
Multiattack. The Avatar makes four attacks.
Astral Ray. Ranged Spell Attack: +15 to hit, range 120 ft., one creature. Hit: 36 (8d8) force damage. If the target is killed by the ray it is transported to the Astral Plane.
Astral Step. Upon receiving damage, the Avatar teleports to a location of its choosing within 60ft. It does not need to see its destination for this ability to activate.
The Avatar can take 3 legendary actions, choosing from the options below. Only one legendary 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.
Ray. The Avatar makes one Astral Ray attack.
Psychic Projection (Costs 3 Actions). Each creature within 60 feet of the Avatar must make a DC 18 Wisdom saving throw, taking 24 (3d10 + 8) psychic damage on a failed save, or half as much damage on a successful one.
Description
The Beyonder is an entity that is bound to the Astral Plane.
When the opportunity arises, it establishes connections with other planes so that it can siphon energy to fuel its travels through the Astral Sea. Little else is known about it.
When required, it sends an Avatar to act on its behalf, a manifestation of its power.
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