Large Aberration (Inevitable), Typically Neutral Evil
Armor Class 20 (natural armor)
Hit Points 280 (16d20 + 112)
Speed 50 ft., Fly 100 ft.
STR
27 (+8)
DEX
16 (+3)
CON
25 (+7)
INT
24 (+7)
WIS
15 (+2)
CHA
24 (+7)
Saving Throws INT +13, WIS +8, CHA +13
Skills Insight +18
Damage Resistances Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Damage Immunities Acid, Poison
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Poisoned
Senses Darkvision 240 ft., Passive Perception 15
Languages Deep Speech, Telepathy 240 ft.
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If the Avatar fails a saving throw, it can choose to succeed instead.

Unusual Nature. The Avatar doesn’t require air.

Actions

Multiattack. The Avatar of Jar Mohni has 4 arms and can make one Bite attack and 4 Tentacle attacks. Or it can make 4 weapon attacks per turn. 

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) piercing damage.

Tentacle. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 18 (3d6 + 8) force damage, and if the target is a creature, it is grappled (escape DC 18). Until this grapple ends, the horror can’t use this tentacle against other targets. The horror has 1d8 + 1 tentacles, each of which can grapple one target.

Psychic Whispers (Recharge 5–6). The Avatar of Jar Mohni emits dreadful whispers in a 60-foot-radius sphere centered on itself. Each creature in the sphere that isn’t an Aberration must make a DC 21 Wisdom saving throw, taking 33 (6d10) psychic damage on a failed save, or half as much damage on a successful one.

Enslave (3/Day). The Avatar targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the Avatar until the Avatar dies or until it is on a different plane of existence from the target. The charmed target is under the Avatar 's control and can’t take reactions, and the Avatar and the target can communicate telepathically with each other over any distance.

Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the Avatar .

Frightful Presence. Each creature of the Avatar's choice that is within 120 feet of the Avatar  and aware of it must succeed on a DC 16 Wisdom saving throw or become] frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Avatar's Frightful Presence for the next 24 hours.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature +14 Hit: 18 (3d6 + 8) within 10 feet of the Avatar must succeed on a DC 19 Dexterity saving throw or take 13  bludgeoning damage and be knocked prone. The Avatar can then fly up to half its flying speed.

Legendary Actions

The Avatar of Jar Mohni 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 horror regains spent legendary actions at the start of its turn.

Crushing Tentacle. The Avatar of Jar Mohni crushes one creature it is grappling. The grappled creature must make a DC 22 Constitution saving throw, taking 18 (3d6 + 8) force damage on a failed save, or half as much damage on a successful one.

Poison Jet (Costs 2 Actions). Foul gas squirts from the Avatar of Jar Mohni in a 30-foot line that is 5 feet wide. Each creature in the line must succeed on a DC 21 Constitution saving throw or take 14 (4d6) poison damage.

Teleport (Costs 2 Actions). The Avatar of Jar Mohni teleports, along with any creatures it is grappling, to an unoccupied space it can see within 120 feet of itself.

Description

Avatar of Jar Mohni are large, malevolent entities that are harbingers of Jar Mohni and . Drawn to the light of goodness, these creatures invade systems and lay waste to worlds. After feeding on the minds and bodies of a world’s inhabitants until it is sated, a Avatar of Jar Mohni usually returns to its Elder God Master, where it falls into a deep sleep, drifting aimlessly until hunger or some other stimulus awakens it.

Avatar of Jar Mohni are among the most powerful creatures in the multiverse. No two of them have the same appearance, but they have certain qualities in common. Each one is roughly 15 feet long or tall, and its physical form is a seemingly impossible conglomeration of eyes, mouths, wings, tentacles, and less recognizable organs and appendages.

Killjoy_Mimic

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