Medium Humanoid (Kenku), Chaotic Neutral
Armor Class 18 (plate)
Hit Points 65 (5d8 + 44)
Speed 30 ft., Fly 15 ft.
STR
20 (+5)
DEX
15 (+2)
CON
14 (+2)
INT
15 (+2)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws STR +8, CON +5
Skills Athletics +9, Intimidation +5, Perception +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight, Passive Perception 16
Languages any one language (usually Common)
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Indomitable (2/Day). The Avatar rerolls a failed saving throw.

Second Wind (Recharges after a Short or Long Rest). As a bonus action, the champion can regain 20 hit points.

Spellcasting. The Avatar is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The drow has the following wizard spells prepared:

Cantrips (at will): mage hand, minor illusion, poison spray, ray of frost

1st level (4 slots): mage armor, magic missile, shield, witch bolt

2nd level (3 slots): alter self, misty step, web

3rd level (3 slots): fly, lightning bolt

4th level (3 slots): Evard’s black tentacles, greater invisibility

5th level (2 slots): cloudkill

Sunlight Sensitivity. While in sunlight, the Avatar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The Avatar makes three attacks with its greatsword, its shortbow, Or a single spell.

Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining.

Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining.

Monster Tags: NPC

Habitat: ForestMountainUrban

Deadimp

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