Gargantuan Aberration, Chaotic Evil
Armor Class 22 Natural Armor
Hit Points 250 (20d10 + 50)
Speed 60 ft., Climb 30 ft.
STR
23 (+6)
DEX
18 (+4)
CON
20 (+5)
INT
22 (+6)
WIS
20 (+5)
CHA
24 (+7)
Saving Throws CON +11, INT +12, CHA +13
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 30ft., Darkvision 120ft., Passive Perception 8
Languages All All Languages
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Seething Cold: Whenever the Avatar is subjected to Cold damage, the Avatar's regeneration goes up by 30 until the end of it's next turn.

Scalding Blood: Whenever the Avatar is subjected to bludgeoning, piercing, or slashing, any creature within 5ft. must make a Dexterity Saving Throw (DC20) or take 4d6 fire damage as fire-like blood bursts out from the wound.

Innate Spellcasting: The Avatar's innate spellcasting ability is Charisma (Spell save DC 20). The Avatar can innately cast the following spells without need of components.

At will: Suggestion, Fear, Acid Spalsh, Poison Spray, Firebolt, Frostbite.

4 Charges: Cause Fear, Charm Person, Ensnaring Strike, Shield.

4 Charges: Acid Arrow, Crown of Madness, Silence, Tasha's Mind Whip

3 Charges: Banishment, Compulsion, Ice Storm

2 Charges: Dominate Person, Harm

2 Charges: Mental Prison, Wall of Ice

1 Charge: Forcecage

1 Charge: Dominate Monster

2 Charge: Time Stop, Time Ravege

Legendary Resistance 3/day.

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

Regeneration: The Avatar gains 40 hit points at the start of its turn. If the Avatar takes at least 20 points of Fire damage, this Trait doesn't function at the start of the Avatars next turn. The Avatar is released from its mortal shell if it reaches 0 HP. 

Actions

Multiattack: The Avatar uses its Hypnotic Undulations ability first and then makes up to three attacks: One with its tail, one with its bite, and if the bite hits, one with its claws.

Tail: melee weapon attack: +10 to hit, reach 20ft., one target. Hit: (4d8+8) slashing damage.

Bite: melee weapon attack: +10 to hit, reach 20ft., one target. Hit: (3d10+8) piercing plus (2d6) poison and (2d6) Fire damage.

Claw: melee weapon attack: +10 to hit, one target hit by its bite. Hit: 2d6+6 slashing damage plus (1d6) poison damage. The target is then grappled (escape DC20). Until this Grapple ends, the creature is restrained, and the Avatar can't use its bite or claw attack on another creature.

Swallow Whole: The Avatar makes one bite attack against a medium or smaller creature it is grappling. If the attack hits, the creature is swallowed and the Grapple ends. The swallowed target is blinded and restrained, it has total cover against attack and other effects outside of the Avatar. It takes 6d6 fire damage, 3d6 poison, and 3d6 acid damage at the start of each of the Avatar's turns. Can have up to 8 medium creatures in its stomach at one time. If the Avatar receives 40 or more damage in a single turn, it must succeed on a (DC15) Constitution Saving Throw at the end of the turn or regurgitate whatever it has swallowed. The creature is thrown 10ft. away from the Avatar in an unoccupied space and is knocked prone.

Toxic Spit: Ranged Weapon Attack: +10 to hit, range 60 ft., one target. Hit: (4d6) poison damage, (2d6) fire damage, and (2d6) acid damage. 

Toxin Breathe (Recharge 5-6): The Avatar exhales flammable poisonous gas in a 30 ft. cone. Each creature in that area must succeed on a Constitution Saving Throw (DC20), taking (10d6) Poison damage and (10d6) Fire damage and gaining the poisoned condition of a failed save. Or half as much poison damage on a successful save and no poisoned status.

Hypnotic Undulations: The Avatar's scales gleam with radiant light emitted from its core as it stares down a single target within 60ft. If the target can see the Avatar, the target must succeed on a (DC20) Wisdom saving throw or be charmed until the end of the Avatar's next turn. The charmed target is stunned. If the targets saving throw is successful, the target is immune to the stare for 1 minute.

 

Reactions

Coiled Tail: The Avatar can use its tail to block one attack. Gives a +8 to its AC.

Legendary Actions

The Avatar can take 3 legendary actions, choosing from the options below. Only one legendary action 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.

Fiery Explosion (Costs 3 actions): The Avatar let's out a massive explosion of Flames from its core. Each creature within 30ft. of the Avatar must succeed on a (DC20) Dexterity Saving Throw or take (15d6+10) Fire damage.

Posion Cloud (Costs 3 actions): The Avatar let's out a large Cloud of noxious fumes from its core. Each creature within 30ft. of the Avatar must succeed on a (DC20) Constitution Saving Throw or take (15d8+10) poison damage.

Tail swipe (Costs 1 action): The Avatar makes one tail attack.

Toxic Spit (Costs 2 actions): The Avatar uses its Toxic Spit attack.

Monster Tags: aberration

Habitat: Underdark

Syn42

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