Creature Sense. The avatar is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.
Legendary Resistance (2/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.
Psionic Weapons. The avatar's weapon attacks are enhanced with psionics. When the creature hits with any weapon, the weapon deals an extra 5 (2d4) psychic damage (included in the attack). Any creature that takes psychic damage from the weapon attack must also succeed on a DC 20 Wisdom saving throw or have disadvantage on Intelligence, Wisdom, and Charisma saving throws for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Innate Spellcasting (Psionics). The avatar's innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no components:
At will: detect thoughts, levitate, misty step
2/day each: confusion, dominate monster, eyebite, feeblemind, mass suggestion, project image, telekinesis
1/day each: banishment, geas, plane shift (self only), power word: stun, reverse gravity, scrying, time stop
Regeneration. The avatar regains 10 hit points at the start of its turn. If the avatar takes radiant damage, this trait doesn’t function at the start of the avatar's next turn. The avatar's body is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.
Avatar of Pure Evil's Items. The avatar wears Adamantine Plate Armor, and is attuned to Winged Boots and a Flametongue Longsword.
Multiattack. The avatar uses its maddening blast if available, makes one weapon attack and uses corrupt psyche.
Maddening Blast (Recharge 4–6). The avatar magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 19 Intelligence saving throw or take 32 (4d12 + 6) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. When the stun ends, the target is frightened of the avatar for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success.
Flametongue Longsword. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 5 (2d4) psychic damage, or 8 (1d10 + 3) slashing damage plus 5 (2d4) psychic damage if wielded with two hands.
The avatar may use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until the avatar uses a bonus action to speak the command word again or until it drops or sheathes the sword.
Corrupt Psyche. The avatar corrupts the mind of a creature it can see within 60 feet of it. The target must succeed on a DC 20 Intelligence saving throw, taking 32 (4d12 + 6) psychic damage on a failure, or half as much damage on a success. If this damage reduces the target to 0 hit points, the avatar kills the target by dissolving its brain and consuming its soul.
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.
Cast Spell (Costs 2 Actions). The avatar casts one spell using its spellcasting.
Shatter Concentration. The avatar targets one creature it can see. The target must succeed on a DC 20 Intelligence saving throw, or the target’s concentration on a spell it has cast, or an ability it is maintaining, ends.
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