Medium Fiend
Armor Class 16 Natural Armor
Hit Points 133 (12d12)
Speed 30 ft.
STR
8 (-1)
DEX
15 (+2)
CON
14 (+2)
INT
13 (+1)
WIS
16 (+3)
CHA
10 (+0)
Senses Darkvision, Passive Perception 17
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Return To Darkness. When The Avatar of Brian is in magical or non-magical darkness they become completely invisible, even if a creature can see through magical darkness. 

Amorphous Aspects of Fear. The Avatar of Brian can violently change shape to suit its needs, this also allows them to change and alter their stats.

Consumer of Corrupted. If The Avatar of Brian drops a Corrupted Eladrin Hit Points to zero, they regain 2d10 hit points 

She’s Still In There. Tofu is still in there and can be “reasoned” with. All of Tofu’s abilities and spells can be used while under Brian’s control 

Spellcasting. The Avatar of Brian is a 4th-level spellcaster. Its spellcasting ability is Intelligence  (spell save DC 15, +4 to hit with spell attacks). The Avatar of Brian has the following spells prepared:
Cantrips (at will): Mage Hand, Mold Earth, Toll the Dead, and Fire Bolt
1st level (5 slots): Cause Fear, Shield, Unseen Servant, Witch Bolt, (2)Arms of Hadar      
2nd level(4 slots): Enlarge/Reduce, (3)Darkness, (4)Flaming Sphere, (3)Web                                                                                                  3rd Level(3 slots): Erupting Earth, (2)Conjure Barrage, (4)Fear, (2)Spirit Shroud 

 

Actions

Multi Attack. The Avatar of Brian can make two melee attacks or one ranged attack 

Claw. Melee Weapon Attack: +4 to hit, reach 10 ft., 1 target. Hit: (1d10 + 3) Slashing damage. 

Dark Needles. RangedWeapon Attack: +4 to hit, range 20/50 ft., 1 target. Hit: (2d8 + 3) Piercing damage.

Long Knife.(3) Melee Weapon Attack: +5 to hit, 1 target. Hit: (1d6+5) Piercing Damage  

Reaping the Roots of Corruption. Summon two Corrupted Eladrin. They take their turns directly after you and is controlled by the DM. Can only be preformed 3 times in a day.

Great Claw. (4)  Melee Weapon Attack: +6 to hit, 1 target. Hit: (2d10+5) Blugdeing Damage. 

Tail Sweep. (4) Melee Weapon Attack: +5 to hit, 1 target. Hit: (1d12+5) Blugdeing Damage. The target is forced to make a dexterity throw with a 15DC, If failed the target is knocked prone. 

Dragons Breathe. (4) Ranged Weapon Attack: +4 to hit, every creature in a 30-foot cone is forced to make a dexterity throw. If a creature fails it takes (3d12+3) in fire damage or half as much if successful.

 

Bonus Actions

Aspect of Fear: Endless War. (1) Increase your Strength Score to 20 and your Constitution Score to 18 giving you a +5 and +4 modifier to their respective rolls. It also decreases your intelligence to 8 with a -1 modifier. You CAN NOT cast any magic in this Aspect of Fear and can only attack using melee actions. 

Aspect of Fear: Scrutiny of Gods. (2) Increase your Intelligence to 22 giving you a +6 modifier. Your spell DC changes from 15 to 17, you also gain a +5 to git with spell attacks. 

Aspect of Fear: Utter Despair. (3) Your Dexterity Score increases to 20 and your Wisdom to 18 giving you a +5 and + 4 modifier to their respective rolls. This ability also decreases your Constitution and Charisma to 8 giving you a -1 modifier. You can perform Sneak Attacks as if a rouge 

Aspect of Fear: Draconic Tyranny.(4) Increase All Scores to 18, giving you a +5 modifier on all stats. You now become a huge creature and gain new abilities 

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Potem

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