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.
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.
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.
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.
The Avatar can move its full Movement without provoking.
The Avatar can make a range attack against a creature.
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
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3/26/2023 4:30:40 PM
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25
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7
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Coming Soon
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