Legendary Resistance (3/day) When the Avatar fails a saving throw it can decide to succeed instead if the ability was used on it previously.
Meaning and Absurdity If the Avatar rolls a Natural 1 during a saving throw, ability check, or attack roll, it loses one of its damage resistances and cannot decide to succeed with Legendary Resistance.
Prescient The Avatar cannot be surprised and always goes first in initiative order.
Magical Resistance The Avatar has advantage on saving throws against spells and other magical effects.
Siege Monster The Avatar deals double damage to objects and structures.
Omniproficient The Avatar is proficient in all skills, tools, and languages.
Natural Action The Avatar can take up to two actions in a turn.
Obliterate Creatures killed by force damage dealt by the Avatar leave no trace of a body behind, and can only be restored to life with a wish or true resurrection spell.
Dimensional Authority At the beginning of the Avatar's turns, it can target a 10ft by 10ft area and create a hazard that deals 5d12 of a randomly specified damage type at the beginning of the creature's turns. The Avatar cannot be damaged by these hazards.
True Resurrection At the beginning of the Avatar's turns, it can resurrect a creature that previously died in battle with it. The resurrected creature is brought back with all it's memories, items, full hit points, and skills.
Force Blast Ranged Spell Attack: +15 to hit, reach 200ft, one target. Hit: 48 (6d12 +12) force damage
Dimensional Rake Melee Weapon Attack: +15 to hit, reach 15 ft, one target. Hit: 20 (3d12 + 12) slashing damage and 20 (3d12 +12) force damage.
True Clairvoyance Ranged Spell: As a bonus action, the Avatar can target one creature in sight and predict the next action the creature makes. The player must reveal the next action to the DM. The player cannot lie about the action.
Legendary Force (Returns on 5/6) Area of Effect Spell Attack: The Avatar draws power from the surrounding archives and releases the knowledge in a pure, magical force that rips through the dimensions. All creatures within the space must make a DC 23 Wisdom saving throw or take 6d12 + 6 force damage and 6d12 +6 psychic damage on a fail and half damage on a success.
Corrupted Knowledge (Returns on 1/2) The Avatar reaches into the inner recesses of its mind and targets a creature it can see. The target must choose a non-physical damage type and must succeed a DC 23 Wisdom saving throw or take 6d12 + 12 psychic damage and 6d12 + 12 of the damage type the target chose. Half damage if they succeed.
Reaction Name. Enter the description for your action.
The Avatar, Source of Inspiration and Destruction can take 4 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, Source of Inspiration and Destruction regains spent legendary actions at the start of its turn.
Centrality The Avatar draws power from the surrounding archives and gathers the knowledge of the universe. Until the start of its next turn, the Avatar gains an aura that makes future attacks have disadvantage.
Diffusion (Only after Centrality is used) The Avatar releases the knowledge of the universe, overwhelming the surrounding creatures with the power. The creatures must make a DC 23 Intelligence saving throw or take 50 psychic damage on a fail and half on a success. The Avatar then loses the effects of Centrality.
Mind and Insanity The Avatar targets two creatures and teleports them within 10ft of it, placing a mark on the both of them upon teleport. The Avatar then attempts to drain the wisdom and intelligence from them. The targets must make either an Intelligence saving throw or a Wisdom saving throw. Upon fail, they will begin to lose their minds and become unable to function. The targets become incapacitated and their Wisdom and Intelligence stats drop to 5. They remain this way until an ally succeeds a DC 23 Wisdom saving throw while in contact (within 5ft) of them.
Time and Eternity (Only can be used when at 500 or lower hit points) The Avatar reaches towards the archives and begins to draw power from an unknown section, tearing through the concept of time and creating its own. The Avatar then moves among the affected creatures as they are frozen in time and touches them, dealing damage based on their weaknesses. All creatures must roll a d6 and make a DC 23 saving throw depending on their roll. On a fail they take 20d10 damage based on their saving throw and lose all movement and half damage and half movement on a success until the start of the Avatar's next turn. Creatures under the influence of Mind and Insanity are unaffected by this ability. This ability cannot be used again for another day.
1 = Wisdom/Psychic
2 = Intelligence/Radiant
3 = Charisma/Necrotic
4 = Strength/Force
5 = Constitution/Poison
6 = Dexterity/Cold
Description
The Avatar, Source of Inspiration and Destruction is the shadow created from the ego of the Source of Inspiration and Creation, a creation from the Akashic Records, a compendium of all human events, thoughts, words, emotions, and intent ever to have occurred in the past, present, or future. The Avatar is an accumulation of all the inspiration, ideas, even sparks of ideas that have ever been created, but eventually discarded. As a result, the Avatar became resentful of all creatures that have ever discarded their ideas and inspiration. Due to its vast knowledge of the universe, the Avatar then began to use its access to attempt to fix it, vowing that no idea, no matter how small and seemingly worthless, will ever be discarded again. It believes that its limitless access to the Akashic Records will allow it to recreate the universe and start a new eon of knowledge that will remain forever.
Lair and Lair Actions
On initiative count 20 (losing ties). Avatar of Inspiration and Destruction can take a lair action to cause one of the following magical effects; it can't use the same effect two rounds in a row:
- Avatar of Inspiration and Destruction wills the force of destruction towards an area of 50 foot radius sphere, within the same plane of existence where he currently is. Any creature, object or item that is in that area must succeed on a DC 30 Charisma saving throw or be disintegrated. This effect manifests as the affected creatures turns to dust. Artifacts and powerful beings (such as gods and primordials) make the saving throw with advantage. If Avatar of Inspiration and Destruction uses this lair action, it can instead concentrate on it doubling the size for every round it uses this lair action to concentrate on this ability. He can use this effect even if he used it from the past round.
- Avatar of Inspiration and Destruction generates it's higher dimensional shield by 300 hit points. For the whole round, the higher dimensional shield has resistance to all forms of damage.
- Avatar of Inspiration and Destruction creates an effect similar to wish but all its effects are now virtually limitless but it does not have the ability to destroy or get rid of any creature. Avatar of Inspiration and Destruction is not affected by any negative effects of the spell wish.
Previous Versions
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1/16/2023 6:13:22 PM
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Coming Soon
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