Medium unknown, Lawful Good
Armor Class 12 (natural armor)
Hit Points 32 (5d10 + 5)
Speed 30 ft., Fly 60 ft., Burrow 30 ft.
STR
15 (+2)
DEX
15 (+2)
CON
12 (+1)
INT
6 (-2)
WIS
10 (+0)
CHA
6 (-2)
Damage Resistances Bludgeoning, Cold, Necrotic, Psychic, Radiant
Damage Immunities Fire, Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages understands Deep Speech, Common, Celestial, Draconic, Undercommon, Dwarvish, Primordial, Elvish, Sylvan, Infernal, Giant, Gnomish, and Abyssal but can't speak
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Aberrant Amphibiousness. The avatar can breath air and water.

Human Adaptability. The avatar has advantage on saving throws against being charmed or frightened.

Celestial Cloak. The avatar is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.

Draconic Telepathy. The avatar can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.

Drow Magic. The avatar's innate spellcasting ability is Charisma (spell save DC 8). It can innately cast the following spells, requiring no material components:

At will: dancing lights
1/day each: darkness, faerie fire

Dwarven Resilience. The avatar has advantage on saving throws against poison, spells, and illusions, as well as to resist being paralyzed.

Airy Form. The avatar can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Earth Glide. The avatar can burrow through nonmagical, unworked earth and stone. While doing so, the avatar doesn't disturb the material it moves through.

Fiery Illumination. The avatar sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Watery Freezing. If the avatar takes any cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

Elven Senses. The avatar has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Fey Resistance. The avatar has advantage on saving throws against magical effects.

Fiendish Sight. Magical darkness doesn't impede the avatar's darkvision.

Giant Regeneration. The avatar regains 10 hit points at the start of its turn if it has at least 1 hit point.

Gnomish Beastspeech. The avatar can communicate simple ideas with Small or smaller beasts.

Undead Fortitude. If damage reduces the avatar to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the avatar drops to 1 hit point instead.

Actions

Deathly Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Alien Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Angelic Feather. Ranged Weapon Attack: +4 to hit, range 60 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Dragon Breath (Recharge 5-6). The avatar exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much on a successful one.

Description

The avatar of Aepebhr is an amalgamation of many different kinds of creatures, roughly in the shape of a small dragon. It is considered to be the guardian and living mascot of the village of Aepebhr, whose citizens can summon the avatar in cases of dire need. Despite its cobbled-together look, the avatar is a lethal force in combat thanks to its many diverse abilities.

Previous Versions

Name Date Modified Views Adds Version Actions
1/18/2023 7:13:29 PM
1
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Coming Soon
ScorchDragon

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