Armor Class
15
Hit Points
52
(8d10 + 8)
Speed
30 ft., Fly 30 ft.
STR
1
(-5)
DEX
17
(+3)
CON
12
(+1)
INT
14
(+2)
WIS
13
(+1)
CHA
14
(+2)
Saving Throws
DEX +5, CHA +4
Skills
Stealth +7
Damage Vulnerabilities
Radiant
Damage Resistances
Acid, Fire, Necrotic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities
Cold, Lightning, Poison
Condition Immunities
Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses
Darkvision 120 ft., Passive Perception 11
Languages
Telepathy 120 ft.
Challenge
4 (1,100 XP)
Proficiency Bonus
+2
Traits
Incorporeal Movement. The avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Light Sensitivity. While in bright light, the avatar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. It takes 1d3 radiant damage if it ends its turn in bright light.
Actions
Multi-attack. The avatar makes two attacks with its tentacles.
Tentacles. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 10 (2d6 + 3) psychic damage or, if the avatar had advantage on the attack roll, 17 (4d6 + 3) psychic damage.