Gargantuan unknown, Any Chaotic Alignment
Armor Class 16 Natural armor
Hit Points 266 (21d12 + 86)
Speed 0 ft., immobile
STR
23 (+6)
DEX
8 (-1)
CON
19 (+4)
INT
20 (+5)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws CON +11, INT +12, WIS +12, CHA +12
Skills Arcana +12, Investigation +12, Nature +12, Perception +12
Damage Vulnerabilities Acid
Damage Resistances Fire, Thunder
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 240 ft., Truesight 60 ft., Passive Perception 22
Languages Celestial Telepathy, sight, Common Telepathy, sight, Draconic Telepathy, sight, Infernal Telepathy, sight can't speak
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Mythical Being. Before Legendary Actions, at the end of an enemy creature's turn it rolls  a d20 + primary ability modifier, if the total rolled is less than the amount of damage inflicted on the Avatar, or healing done to allied creatures (whichever is higher), it will refund 1 use of its Legendary Action.

Immutable Form. The Avatar is immune to any effect that would alter its form.

Unmovable. The Avatar cannot be moved.

Tentacles. The Avatar has a total of six tentacles, but their point of origin cannot be next to each other. Each Tentacle has a 100 ft. reach and 30 ft. of movement. They can move however they want on the Avatar's turn, as long as their spaces moved does not exceed 30 ft. each. They have 40 hit points and an AC of 15. If a spell cast by the Avatar has the range of touch, any of its tentacles can apply.

Tentacular Obstruct. A creature with a Strength score of 17 or higher is not obstructed by the tentacles, any other creature must succeed on a DC 15 Dexterity (Acrobatics) check or lose all its movement after passing over its space (this includes diagonal movement).

Instant Assimilation. If there are no enemy creatures within 100 ft. of it, it restores itself as if benefiting from a Long Rest.

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

The following features are only applied if the Avatar has at least 1 guardian:

Abomination. Each creature that sees the Avatar must make a DC 15 Charisma saving throw, on a fail the creature becomes Horrified. The creature can make another Charisma saving throw if the Avatar is no longer within sight. On a success the creature becomes immune to this feature for the remainder of the encounter.

Magical Absorption. The Avatar absorbs all the ripples in the Weave of Magic. Any spell cast within 60 ft. of the Avatar is negated. Any spell effect that needs to travel through this same area is also negated.

Spellcasting. The Avatar is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). The Avatar has following Cleric spells prepared:
Cantrips (at will): Light, Sacred Flame, Toll The Dead
1st level (4 slots): Bane, Command, Inflict Wounds
2nd level (3 slots): Blindness/Deafness, Hold Person
3rd level (3 slots): Bestow Curse, Dispel Magic, Remove Curse
4th level (3 slots): Banishment, Locate Creature
5th level (3 slots): Flame Strike, Insect Plague
6th level (2 slots): Create Undead
7th level (2 slots): Regenerate
8th level (1 slot): Holy Aura
9th level (1 slot): Mass Heal

Actions

Multiattack. The Avatar can make up to four attacks consisting of Bite attacks or Tentacle attacks. Or it can cast one cantrip and make two tentacle attacks, or one spell. Each tentacle can only attack once on the Avatar's turn.

Tentacle. Melee Weapon Attack: +13 to hit, reach 10 ft., 1 target. Hit: 15 (2d8 + 6) bludgeoning damage.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit 17 (3d6 + 6) piercing damage. 

Channel Divinity (2/day). The Avatar can use a Channel Divinity corresponding to its primary Deity or God.

Legendary Actions

The Avatar can take a set amount of Legendary Actions it can take after a creature other than it ends its turn. The Avatar has 3 Legendary Actions and recovers all of them at the end of its turn, or through Mythical Being.

Tentacular Regrowth (Costs 1 Action). The Avatar regains one tentacle with 20 hit points which spawns up to 30 ft. outwards.

Tentacle Attack (Costs 1 Action). The Avatar makes 1 Tentacle attack.

Hastened Spell (Costs 2 Actions). The Avatar casts a Cantrip.

Legendary Resisting (Costs 3 Actions). The Avatar regains 1 use of Legendary Resistance.

Description

A mass of slime, mucus and flesh. These creatures are the after-math of Divine Interventions and Channel Divinities fueled by Gods and Deities of the Chaotic Alignment. The accumulated ripples in the Weave of Magic have collected and spawned a creature of unsightly proportions. The distortion can be seen on the heap of flesh, as no body part of it is remotely logical. Mouths form out of nowhere, travel its body like fish in water, and the teeth stick out wherever they want. His few eyes can only be described as orbs of mucus that are able to pierce even the bravest of adventurers.

Unknown history. There have been rare cases in lore where an Avatar has been spawned, therefore documentation is scarce. The only few books that contain information about these spawns are most likely stowed away in a forgotten library, covered in several layers of dust. Those who live to tell the tale, are almost always mistaken for the insane. Many who have encountered these spawns lose their mind, or develop levels of insanity.

Questionable origins. As the Weave of Magic accumulates more abuse, the more likely a conscious is born from it. Its nature is quite similar to that of a soul, but much more distorted and corrupt. Which God or Deity makes the basis for its conscious is up to chance, although the more recent activity has a higher probability. And although it is based on the activity of said God or Deity, it will not follow it as an acolyte. These creatures do not follow a master, and lock themselves away from their influence with their own Divine power, thus they are unaware of their existence.

As the spawn assimilate, it forms its own pocket dimension within the Ethereal plane. The region where it was formed becomes a one-way portal which will suck the souls of living beings out of their bodies and transfer them to the pocket dimension. The bodies left behind will start to decompose at a slowed rate, but nevertheless they will start dying as the souls are absorbed into the constructs of the pocket dimension and feed the spawn. In doing so the area of the spawn increases as it is able to swallow more area on the Maternal plane.

Those who fight back. Sometimes a strong soul enters the area and remains conscious of its actions. Whenever this happens they often have to find themselves through the labyrinth of the construct. But the spawn will try to shut these souls out and have them remain in the beginning of the construct. The doors to each room closer to it is closed by a riddle and code. Often they will choose a basis of the riddle in one language or code, and the password in another language. It isn't unusual for the riddle to be written in Druidic as well. A creature might attempt to decipher the code, but it will take time. An unfortunate soul who hasn't have the experience in archeology will take at least 100 years to decipher the text, but it still has to solve the riddle. But a proficient creature might only take up to 30 years to decipher it.

Those who submit. If the soul of said creatures is highly valued by the spawn, it might try to recruit it for eternity. It will get eternal live and a share of the spoils the spawn accumulates. For example a Barbarian might be given eternal live inside the construct and it will encounter strong enemies for eternity, or a Wizard might get to keep all the material valuables like books that are dropped within the construct as long as it kills off any intruder. Each of these guardians will be a pillar and fuels the powers of the Avatar to even greater heights. Although most creatures remain in eternal service until they or the spawn are slain, some creatures can break the bonds if they themselves are powerful beings on their own.

Far away from home. The construct within the pocket dimension is a loosely based term. Its walls are welcoming warm, but draws the life out of the soul when they touch it. The walls of the construct to the spawn are similar to the veins of a creature. Besides life it also absorbs any magic that is cast on the walls or doors, or is picked as its point of origin. Spells will simply fail and spell slots are not refunded. Some creatures with a high enough affinity might be able to use the walls as a way of transport. However this is a dangerous task as one is able to lose itself to the absorption of the walls. Besides that, it takes a long time to actually use and even master. Not many creature would be able to achieve this, let alone be able to pass the knowledge to someone else. Most of the time, when a creature achieves this feat, it will combine the knowledge about the riddles together to become a guide to some strong adventurers, if it isn't killed after being witnessed as an abomination.

The construct eventually becomes one big labyrinth that will always lead to the next guardian in the ladder, with the spawn guarding the exit to its dimension. Although the exit can be entered at any time, as the soul returns to the maternal plane it is simply swallowed instantly as before. The only way to escape its grasps is to kill it.

Pending doom. Staying in the construct can have some benefits. You do not need food or water to sustain yourself, but your body will warp over the course of years. It takes roughly 50 years for the bodies of the unfortunate creatures to be considered dead. The souls will mutate into unsightly beings, similar to the spawn itself, if it wasn't appointed guardian. Other, more merciful effects, are the fusing of multiple souls into one. A hybrid of these creatures will then form to share one body. If one of their names is mentioned, the soul warps and one of the other consciousnesses is put in the active position by force.

Lair and Lair Actions

Inside the construct. The Avatar's lair is a construct of walls inside a pocket dimension on the Ethereal plane. All stones look the same, or at least similar. They are gray, brick rocks with an unknown thickness as nothing is able to pass through it. As the walls absorb magic and disable magical item usage, it is impossible to actually see through them. The air is a nice humid, never too cold, never too hot. Even though no light pierces these walls and there are no torches, the lighting is just enough to impose no disadvantage on its inhabitants.

Trapped. While inside the construct, creatures can attempt to traverse the labyrinth. Each hallway is blocked by a door which can only be opened by saying the answer to the riddle on it. Once spoken the door opens for 10 minutes. The riddle can be any written language, including Druidic, and the answer will be in a different language. The hallway always leads to the lowest of available guardians. A creature might attempt to control the ability to transport allied creatures and itself through the walls. Once per year a creature might attempt a DC 20 Intelligence check to improve its knowledge. After 10 successes it will master the technique. On every failed attempt it will lose a year of progress and suffer one roll as written in 'The Fate'.

Dangers of the Labyrinth. Inside the walls time moves like normal, but every creature experiences it as if it has been halted. Creatures no longer require food, water or sleep. Their souls do not age even though their bodies decompose. Each creature can only benefit from one long rest per 168 hours (seven days).

The Fate. After each 10 years spend within the walls, roll 1d3 for each creature that has not become a guardian and reduce all their ability scores by that amount to a minimum of 10. Roll 1d20 for each creature as well, for every matching number increase their link counter with 1. At 5 link counters their souls merge and their bodies instantly die. They become a hybrid of their previous form, but their ability scores no longer decrease. Calling either of their names result in a violent switch of dominant personality. They share memories.

All Alone. The strong presence of the Avatar makes communication with a Deity or God almost impossible. Divination spells that require a Deity or God, as well as spells that target anything outside the walls will automatically fail.

Lair Actions

On initiative count 20 (losing initiative ties), the Avatar takes a lair action to cause one of the following effects; the Avatar can’t use the same effect two rounds in a row:

  • The Avatar lets loose a violent tremor through the construct, shaking its very foundation. Each creature standing must succeed on a DC 15 Constitution saving throw or be knocked prone. Prone creatures then take 2d6 bludgeoning damage.
  • One creature of the Avatar's choice must succeed on a DC 20 Wisdom saving throw, or be flung to one location of its choice as it bends the space in its room. Once the creature arrives on the location it will take 1d6 bludgeoning damage for every 10 ft. of space it has traversed and losing all its movement until the end of its next turn.
  • As the Weave of Magic warps around the room, the Avatar attempts to devour the magical powers of one creature it can see. This creature must succeed on a DC 20 Intelligence saving throw, on a fail roll 2d10 and pick one of the results, then roll 1d2 and decrease the creature's spell slot level equal to the first roll by an amount equal to the second. If two 0 are rolled on the d10s you get to choose which level.

If there is at least 1 guardian remains, it can use the following Lair Actions as well and use the same effect two rounds in a row:

  • The Avatar draws in the magical powers of its construct and its guardians as he recovers from heavy wounds. The Avatar restores 250 hit points and all of its tentacles at 40 hit points each.
  • The Weave of Magic is almost frozen to the point magic becomes impossible. Except the Avatar, all magical items lose their magical properties and no spell can be cast within 240 ft. of the Avatar until the next Lair Action.

Regional Effects

The region containing a legendary Avatar’s lair is distorted, which creates the following effects:

  • The soul of a creature entering the Material plane's area is transported to the construct. Weaker beasts, humanoids, monstrosities are instantly absorbed by the construct and fed to the Avatar to increase its domain.
  • The area on the Material plane becomes a domain of lifelessness. Plants get the chance to grow without interference from creatures while the bodies of the unfortunate slowly decompose over 50 years. This area grows as time continues.
  • The scenery around the area become silent. Bodies of water connected to the area will stop running and wind stops blowing around the area up to 1 mile from it. Even though this will harm wildlife, plants grow much faster and yield better results.

If the Avatar dies, the transporting area and itself fade over the course of 1d4 hours.

Monster Tags: Misc Creature

Natural_1

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