Huge Fiend (Demon), Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 195 (17d12 + 85)
Speed 30 ft., Climb 30 ft.
STR
21 (+5)
DEX
10 (+0)
CON
20 (+5)
INT
20 (+5)
WIS
20 (+5)
CHA
16 (+3)
Saving Throws DEX +4, CON +9, WIS +9
Skills Perception +9
Damage Resistances Cold, Fire, Lightning
Damage Immunities Acid, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 19
Languages All Telepathy 120 ft.
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Foul. Any creature other than the Avatar or an Ooze that starts its turn within 10 feet of the Avatar must succeed on a DC 18 Constitution saving throw or be poisoned until the start of the creature’s next turn.

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.

Regeneration. The Avatar regains 10 hit points at the start of its turn. If the Avatar takes fire or radiant damage, this trait doesn’t function at the start of its next turn. The Avatar dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Spider Climb. The Avatar can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The Avatar makes three Acid Lash attacks. The Avatar can replace one Acid Lash attack with an Eject Slime, if available.

Acid Lash. Melee or Ranged Weapon Attack: +9 to hit, reach 10 ft. or range 60/120 ft., one target. Hit: 12 (3d4 + 5) acid damage. Any creature killed by this attack is drawn into the Avatar's body, there the corpse is dissolved after 1 minute.

Eject Slime (Recharge 5-6). The Avatar spews out a corrosive slime, targeting one creature that it can see within 60 feet of it. The target must succeed on a DC 18 Dexterity saving throw or take 28 (6d6) acid damage. Unless the target avoids taking all of this damage, any metal armor worn by the target takes a permanent −1 penalty to the AC it offers, and any metal weapon the target is carrying or wearing takes a permanent −1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on a non-magical object drops to −5, the object is destroyed.

Spellcasting. The Avatar casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 18):

At will: detect magic

1/day each: contagion, gaseous form, black tentacles, wall of water (themed as ooze)

Legendary Actions

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

Attack. The Avatar makes one Acid Lash attack.

Corrupting Touch (Costs 2 Actions). Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 12 (3d4 + 5) poison damage, and the target is slimed. Until the slime is scraped off with an action, the target is poisoned, and any creature, other than the Avatar or an Ooze, is poisoned while within 10 feet of the target.

Spellcasting (Costs 3 Actions). The Avatar casts a spell.

Darfer

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