Legendary Resistance (3/day). If Avera fails a saving throw, she can choose to succeed instead.
Creature of the night. Avera is nocturnal. She therefore gains advantage to all saving throws at night.
Spellcasting. Avera is a 9th-Level Spellcaster. Her Spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She requires no material components to cast her spells. Avera has the following Sorcerer spells prepared:
Cantrip (At Will): Gust, Minor Illusion
1st Level (4 slots): Detect Magic, Silent Image, Mind Sliver
2nd Level (3 Slots): Mind Spike, Mirror Image, Phantasmal Force
3rd Level (3 Slots): Fear, Hypnotic Pattern, Major Image
4th Level (3 Slots): Confusion, Dominate Beast
5th Level (1 Slot): Synaptic Static
Multiattack. Avera makes four talon attacks.
Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 25 (2d10 + 5) Piercing damage.
Projectile Feathers. Ranged Weapon Attack: +8 to hit, range 20/30 ft., radius around Avera. Hit: 20 (2d8 + 2) Piercing damage. The target must make a DC 16 strength saving throw or the feathers lodge into them. While the feathers are lodged within, they deal (1d6) piercing damage at the end of that players turn unless they can make a DC 10 strength saving throw to dislodge them.
Avera 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. Avera regains spent legendary actions at the start of its turn.
Talon attack. Avera makes one talon attack.
Clone Illusion (Costs 2 Actions). Avera makes an illusion of herself lasting until her next turn. The illusion deals no damage and dissipates upon being hit.
Cast a spell (Costs 3 Actions). Avera casts a spell from her prepared spells using a spell slot as normal.
Description
Avera is a humanoid spirit with the appearance of a small child. Her feet and hands are taloned like that of an owl. Under her arms are large owl like wings of black and gray feathers. She wears a hooded cloak, torn at the ends showing her legs from the middle of her thighs. Avera is a dangerous Archon, a master of illusions and a nimble fighter.
Lair and Lair Actions
Avera resides in the frozen Great Pine Forest of the world of Yggdris. Though most foliage has died around her lair. The center remains a dense, forest covered in thorny vines, and the glowing eyes of many owls glaring at you.
Lair Actions
On initiative count 20 (losing initiative ties), Avera takes a lair action to cause one of the following effects: Avera can’t use the same effect two rounds in a row:
- Owls swarm around blocking out any of the natural light that would peak through the canopy if Avera's lair. The area becomes dark and players are in the dark and can only see up to 10 ft (unless they have darkvision).
- An aura of fear emanates from somewhere within the lair. Players must succeed a DC 15 Wisdom saving throw or be frightened for the first three rotations while within the lair.
Regional Effects
The region containing Avera's lair is layered with a dense mist, and covered in thorny plants which creates one or more of the following effects:
- The area up to 5 miles away from the lair is covered in dense fog. Glowing-eyed owls can be spotted all around.
- People within any village around the lair up to 5 miles away will have trouble sleeping. There will be talks of nightmares and a feeling of constant dread. Also, players trying to take any rest within this radius will have to succeed a DC 13 Constitution saving throw or fail to rest.
If Avera dies, these effects fade over the course of 1d6 days.
Previous Versions
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6/19/2022 5:51:50 PM
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6/19/2022 8:32:12 PM
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8/5/2022 1:14:13 AM
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