Large Celestial (Any Race), Any Non-Good Alignment
Armor Class 20 Natural
Hit Points 150 (18d10 + 54)
Speed 40 ft., Fly 60 ft.
STR
16 (+3)
DEX
18 (+4)
CON
16 (+3)
INT
25 (+7)
WIS
18 (+4)
CHA
22 (+6)
Saving Throws INT +12, WIS +9, CHA +11
Skills Arcana +13, History +13
Damage Resistances Force, Psychic, Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Damage Immunities Cold
Senses Blindsight 200ft, Passive Perception 23
Languages Any six languages
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Magic Resistance. The avatar has advantage on saving throws against spells and other magical effects.

Spellcasting. The avatar is an 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 21, +11 to hit with spell attacks). The avatar can cast disguise self and invisibility at will and has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp

1st level (5 slots): detect magic, identify, mage armor*, magic missile, shield

2nd level (5 slots): detect thoughts, mirror image, misty step

3rd level (5 slots):  fly, lightning bolt, vampiric touch, fireball

4th level (5 slots): banishment, fire shield, stoneskin*, black tentacles, gravity sinkhole

5th level (4 slots): cone of cold, scrying, wall of force, Bigby's hand, Insect Plague, Synaptic Static

6th level (3 slot): globe of invulnerability, Circle of Death, Disintegrate, Gravity Fissure, Heal

7th level (2 slot): teleport, Crown of Stars, Prismatic Spray

8th level (2 slot): mind blank*, Dark Star, Feeblemind

9th level (2 slot): time stop, Blade of Disaster, Power Word Kill

*The Avatar casts these spells on itself before combat.

Actions

Sliver of the Cosmos Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 16 (6d4 + 7) Force damage.

Glimpse of  Infinity  Ranged Weapon Attack: +11 to hit, 120ft, one target. Hit: 25(6d6 + 7) Force damage.

Reactions
Devour Magic

When a spell is cast within 60 feet of the Avatar, it may use its reaction to counter the spell. The DC is equal to 10 + the spell's level, and the Avatar has a bonus of +11. If the Avatar succeeds, it regains hit points equal to 1d10 per level of the spell cast. It can not eat its own magic.

Legendary Actions
Legendary facts

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

Void Slip.
The Avatar can move its full Movement without provoking.
Glimpse of Infinity

The Avatar can make a range attack against a creature.

Touch of the Moon (Costs 2 Actions)

All creatures with 20ft of the Avatar must make a DC 18 Int save or take 6D6 Psychic Damage and be knocked prone. On a Successful save they only take half damage.

Previous Versions

Name Date Modified Views Adds Version Actions
3/26/2023 4:30:40 PM
25
7
--
Coming Soon

Monster Tags: NPC

Habitat: Urban

Garith_The_Okay

Comments

Posts Quoted:
Reply
Clear All Quotes