Large Fiend, Chaotic Evil
Armor Class 17 Natural Armor
Hit Points 247 (25d10 + 109)
Speed
STR
26 (+8)
DEX
12 (+1)
CON
20 (+5)
INT
10 (+0)
WIS
6 (-2)
CHA
8 (-1)
Saving Throws STR +13, CON +10
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120 ft, Passive Perception 8
Languages Abyssal, Common common, Abyssal
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Blood Frenzy. The Avatar of Slaughter has advantage on attack rolls made against a creature that doesn't have all of its hit points.

Charge. If the Avatar of Slaughter moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be pushed up to 10 feed away and knocked prone.

Imprison in Weapon. If the Avatar of Slaughter is reduced to 0 hit points, a creature can use their reaction to imprison its spirit within a mundane melee weapon on their possession. The weapon becomes a Berserker Axe  except that its weapon type is the same as the mundane weapon used. Additionally, the weapon is sentient and can telepathically communicate with any creature that wields it, encouraging violence and malice. If the curse on the weapon is broken it is no longer sentient.

Magic Resistance. The Avatar of Slaughter has advantage on saving throws against spells and other magic abilities.

Rejuvenation. If the Avatar of Slaughter dies, and is not imprisoned in a weapon, it returns to life in 1d6 days and regains all its hit points. Only a Wish spell can prevent this trait from functioning.

Standing Leap. The Avatar of Slaughter's long jump is up to 60 feet and its high jump is up to 30 feet, with or without a running start.

Actions

Multiattack. The Avatar of Slaughter makes four attacks: one gore attack and three with its fists.

Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 15 (2d6 + 8) [bludgeoning] damage. 

Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 26 (4d8 + 8) [Piercing] damage. 

Description

These monsters are born from carnage and bloodshed on the most horrendous of battlefields. These beings act as a living curse put on blood soaked fields that embody the carnage, hate, and malice that brought forth such violent bloodshed.

They are a huge hulking monstrosity of a minotaur. With its horns twisting far beyond what nature could have deemed possible. Covering its body swords, spears, arrows and any array of weapons you could imagine that are half stabbed into the monsters flesh and rusting away. Its large glowing red eyes scour its surrounding as its massive jaw hangs open waiting for its next battle.

To fight an Avatar of Slaughter head-to-head in combat is suicide. Just as they are born in the fires of combat, they cannot be killed by it. However due to their affinity for violence, it is possible to imprison one in a weapon.

Monster Tags: fiend

holtfam5

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