Large Aberration, Chaotic Evil
Armor Class 19 Natural Armor
Hit Points 458 (36d12 + 217)
Speed 40 ft., Fly 40 ft.
STR
24 (+7)
DEX
19 (+4)
CON
24 (+7)
INT
17 (+3)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws DEX +10, CON +13, WIS +10, CHA +10
Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Senses Darkvision 120 ft., Passive Perception 17
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Annihilating Aura. Any creature that starts its turn within 30 feet of the Avatar must succeed on a DC 21 Constitution saving throw or take 14 (4d6) necrotic damage and grant the Avatar advantage on attack rolls against it until the start of the creature’s next turn. Undead are immune to this aura.

Life Eater. A creature reduced to 0 hit points from damage dealt by the Avatar dies and can’t be revived by any means short of a wish spell.

Legendary Resistance (3/Day). If the Avatar fails a saving throw, it can choose to succeed instead.

Magic Resistance. The Avatar has advantage on saving throws against spells and other magical effects.

Spellcasting. The Avatar is a1 14th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The Avatar has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost

1st level (4 slots): detect magic, magic missile, shield, thunderwave

2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image

3rd level (3 slots): animate dead, counterspell, dispel magic, fireball

4th level (3 slots): blight, dimension door

5th level (3 slots): cloudkill, scrying

6th level (1 slot): disintegrate, globe of invulnerability

7th level (1 slot): finger of death, plane shift

Actions

Multiattack. The Avatar uses Enervating Focus twice, or it uses Enervating Focus and Doom, if available.

Enervating Focus. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 28 (5d8 + 6) necrotic damage. The target must succeed on a DC 21 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. Any creature whose hit point maximum is reduced to 0 automatically dies.

Doom (Recharge 6). The Avatar points at one creature it can see within 300 feet of it. The target must succeed on a DC 21 Wisdom saving throw or take 26 (4d12) necrotic damage and become frightened until the end of the Avatar’s next turn. While frightened in this way, the creature is also paralyzed. If a target’s saving throw is successful, the target is immune to the Avatar's Doom for the next 24 hours.

Habitat: ArcticDesertSwampUnderdark

EinsamWulf

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