Platinum Brilliance (Recharges after a Short or Long Rest). If the Avatar would be reduced to 0 hit points, his current hit point total instead resets to 50 hit points, he recharges his Breath Weapon, and he regains any expended uses of Legendary Resistance. Additionally, the avatar can now use the options in the “Mythic Actions” section for 1 hour.
Legendary Resistance (4/Day). If the avatar fails a saving throw, he can choose to succeed instead.
Unarmored Defense. While The avatar is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.
Multiattack. The avatar makes three attacks.
Piercing strike. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 23 (2d12 + 10) piercing damage plus 22 (4d10) force damage.
Slashing strike. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 21 (2d10 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The aspect can have only one creature grappled this way at a time.
Bludgeoning strike. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 23 (2d12 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 27 Strength saving throw or be knocked prone.
Breath Weapon (Recharge 5–6). The aspect uses one of the following breath weapons:
Exalting Breath. The aspect exhales the restoring winds of Mount Celestia in a 300-foot cone. Each creature in that area of the aspect’s choice regains (9d10) hit points, and each creature in that area of the aspect’s choice that has been dead for no longer than 1 hour is restored to life with all its hit points.
Platinum Breath. The aspect exhales radiant platinum flames in a 300-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking (10d10) radiant damage on a failed save, or half as much damage on a successful one.
Nimble Escape. The avatar takes the Disengage or Dash action.
Deflect Missile. In response to being hit by a ranged weapon attack, Bak Mei deflects the missile. The damage he takes from the attack is reduced by 1d10 + 12. If the damage is reduced to 0, The avatar catches the missile if it’s small enough to hold in one hand and The avatar has a hand free.
The avatar 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 aspect regains spent legendary actions at the start of his turn.
Attack. The aspect makes one attack.
Enlightened Slashing Attack (Costs 2 Actions). The aspect makes one Slashing attack. If the attack hits a creature, the target must succeed on a DC 21 Wisdom saving throw or become frightened of the aspect until the end of the target’s next turn.
If the avatar’s Platinum Brilliance trait has activated in the last hour, he can use the options below as legendary actions.
Celestial Shield (Costs 2 Actions). The avatar manifests four spectral copies around himself that protect him; he gains 77 temporary hit points until the start of his next turn.
Celestial Lances (Costs 3 Actions). The avatar conjures two enormous lances of magical force that plummet to the ground at two different points he can see within 150 feet of him and then disappear. Each creature in a 20-foot-radius, 100-foot-high cylinder centered on each point must succeed on a DC 21 Dexterity saving throw or take (5d6) force damage. A creature in the area of more than one lance is affected only once.
Description
Avatars of the universe have reached nirvana, and are in a constant state of tranquility. That have no need of society or material belongings, instead only traverse the realms where the universe calls them to be. Functionally immortal, they have made their body the embodiment of a weapon should the need arise, but only as a last resort. More than likely they’re excellent companions for a cup of tea.
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