Frightful Presence. Each creature within 120 feet of Avatar of Wrath must succeed a DC 20 saving throw or become frightened for 1 Minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect of itself on a success.
Innate Spellcasting. Avatar of Wrath innate spellcasting ability is Charisma (spell save DC 22). He can innately cast the following spells, requiring no material components:
At will: alter self (can become Medium when changing his appearance), animate dead, detect magic, hold monster, invisibility (self only), lightning bolt, suggestion, wall of fire
3/day: dispel magic
1/day each: heal, symbol (hopelessness only)
Fire Aura. At the start of each of the Avatar of Wrath's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches Avatar of Wrath or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
Legendary Resistance (3/Day). If Avatar of Wrath fails a saving throw, he can choose to succeed instead.
Magic Resistance. Avatar of Wrath has advantage on saving throws against spells and other magical effects.
Magic Weapons. Avatar of Wrath's weapon attacks are magical.
Regeneration. Avatar of Wrath regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Avatar of Wrath dies only if he starts his turn with 0 hit points and doesn’t regenerate.
Multiattack. Avatar of Wrath makes Three attacks
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.
Pike. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 8) Slashing damage.
Teleport. Avatar of Wrath magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
Infernal Command. Each ally of Avatar of Wrath within 60 feet of him can’t be charmed or frightened until the end of his next turn.
Avatar of Wrath can take 3 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. Avatar of Wrath regains spent legendary actions at the start of his turn.
Attack. Avatar of Wrath attacks once with his pike.
Lightning Storm (Costs 2 Actions). Avatar of Wrath releases lightning in a 20-foot radius. All other creatures in that area must each make a DC 22 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one.
Teleport. Avatar of Wrath uses his Teleport action.
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