Medium Humanoid, Unaligned
Armor Class 18 Natural Armor
Hit Points 142 (15d12 + 45)
Speed 40 ft., Climb 40 ft., Swim 40 ft.
STR
19 (+4)
DEX
21 (+5)
CON
17 (+3)
INT
16 (+3)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws STR +9, DEX +10, CON +8
Skills Acrobatics +10, Athletics +14, Insight +8, Intimidation +8, Perception +8, Stealth +10
Damage Resistances All
Senses Darkvision 120 ft., Tremorsense 30 ft., Passive Perception 18
Languages Celestial, Common, Elvish, Telepathy 120 ft.
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Ethereal Body. The Avatar does not possess an actual physical body, but is rather the manifestation of Akihiro's will on the material plane. As such, it is resistant to all damage, but only as long as it is holding all of Akihiro's weapons. The Avatar loses the following resistances when he loses a certain number of weapons:

1 weapon = resistance to psychic and force damage
2 weapons = resistance to radiant and necrotic damage
3 weapons = resistance to acid, cold, fire, lightning, poison and thunder damage
4 weapons = resistance to bludgeoning, slashing and peircing damage

Phase 2. After losing all 4 weapons or after its hit points have been reduced to 90 or below, the Avatar calls back all his weapons and immediately equips them. It also gains additional damage for its weapon attacks and legendary actions corresponding to his weapons. The Avatar does not regain any resistance it has lost earlier, however it is now immune to psychic damage and damage from nonmagical weapons.

Valiant. Through possessing 3 heads, the Avatar has advantage to Wisdom (Perception) and Intelligence (Investigation) checks. It is also immune to being surprised.

Unnaturally Steadfast. The Avatar has advantage on saving throws made to avoid the grappled, incapacitated, paralyzed, prone, restrained or stunned condition.

Magical Weapons. The Avatar's weapons are considered magical.

Actions

Multiattack. Akihiro makes 4 weapon attacks. He can not use the same weapon more than 2 times during this action.

Jishin. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 10 (1d10 + 5) slashing damage. The target takes an additional 7 (2d6) bludgeoning damage during Akihiro's Phase 2.

Kohai. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 12 (2d6 + 5) slashing damage. The target takes an additional 7 (2d6) fire damage during Akihiro's Phase 2.

Raiu. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 9 (1d8 + 5) slashing damage. The target takes an additional 7 (2d6) lightning damage during Akihiro's Phase 2.

Shimo. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 8 (1d6 + 5) slashing damage. The target takes an additional 7 (2d6) cold damage during Akihiro's Phase 2.

Bonus Actions

Push (Jishin). Akihiro targets one creature within 10 ft. of himself he can see. That creature must succeed on a Strength saving throw (DC 18) or be pushed away 10 feet in a straight line.

Wild Strike (Kohai). Akihiro makes an additional attack with Kohai, provided he made 2 attacks with Kohai during his Multiattack.

Disarm (Raiu). Akihiro targets one creature within 5 ft. of himself he can see.. The target must succeed on an Athletics check (DC 18) or have one equipped item that Akihiro choses dropped to the ground.

Tactical Swipe (Shimo). Akihiro targets one creature within 5 ft. of himself he can see.. Until the start of its next turn, Akihiro does not provoke an attack of opportunity from this creature by leaving or entering its range.

Reactions

Valiant Interception. Akihiro can reduce the damage of one attack that hits him by 2d10.

Brace. Akihiro readies himself for an incoming spell or magical effect and gains advantage to one saving throw meant to reduce damage.

Legendary Actions

Akihiro can take 4 legendary actions, choosing from the options below. He gains these actions only during his Phase 2. Only one legendary action option can be used at a time and only at the end of another creature’s turn. He can only use a legendary action if he is currently holding the corresponding weapon. Akihiro regains spent legendary actions at the start of his turn.

Jishin Quake (Costs 2 Actions). Akihiro rams the Jishin into the ground, which causes a momentary rumbling. Any creature within 15 ft. of him that is standing on the ground must succeed on a Constitution saving throw (DC 18) or take 7 (2d6) bludgeoning damage and be knocked prone. On a success a creature takes half damage and isn't knocked prone.

Kohai Cleave (Costs 1 Actions). Akihiro swings the Kohai in a wide arc. Any creature within 5 ft. of him must succeed on a Dexterity saving throw (DC 18) or take 3 (1d6) slashing damage and 3 (1d6) fire damage.

Raiu Blast (Costs 2 Actions). Akihiro targets one creature within 30 ft. of himself he can see. The target must succeed on a Constitution saving throw (DC 16) or take 9 (2d8) thunder damage and be pushed back 15 feet. On a success the target takes half damage and isn't pushed back.

Shimo Cloud (Costs 1 Actions). Akihiro targets an area within 60 ft. of himself he can see. A cloud of ice and snow appears in and spreads around corners until it reaches a radius of 10 feet. Any creature other than Akihiro that enters this space for the first time on its turn or starts its turn there must make a Constitution saving throw (DC 16) or take 4 (1d8) cold damage, half as much on a succesfull save. Creatures that are concentrating on a spell that take damage through this effect have disadvantage on Constitution saving throws to maintain concentration. Akihiro can only have one cloud active at the same time. If he uses this ability while already having summoned a cloud, the older cloud vanishes.

Description

The Avatar is an ethereal blue version of Yoshida Akihiro. However, it has 3 upper bodies that are conjoined, and each set of arms is wielding one of his weapons. The Shimo is not wielded, but instead akes a place at the belt under the body that faces forward.

In its Phase 2 the apparition turns from blue to red, with yellow energy surging through it like a violent stream.

RealSlimChelmi

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