Legendary Resistance (3/Day). If the avatar fails a saving throw, it can choose to succeed instead.
Burning Radiance Aura. The space around the avatar is seared with burning light. A creature that starts its turn within 35 feet of the avatar must make a DC 14 Wisdom saving throw, taking 6 (1d12) radiant damage + 3 (1d6) fire damage and have disadvantage on Wisdom (Perception) checks that rely on sight on a failure, or quarter as much damage and no other effects on a success.
Sunfire. Fire damage dealt by the avatar bypasses fire resistance and deals half damage to creatures that are immune to fire damage.
Sunfire Absorption. Whenever the avatar would take radiant damage, it instead regain that many hit points. Whenever the avatar takes fire damage, it instead regains hit points equal to half the damage dealt.
Siege Monster. The avatar deal double damage to objects and structures.
Multiattack. The avatar makes two attacks: one with its Bite and one with its Tail, Stomp, or Claws. It can't make both attacks against the same target.
Sunfire Multiattack (Recharge 6). The avatar uses its Blazing Bolt three times. If a target is caught in the area of multiple Blazing Bolts, it does not take any extra damage, but simply makes its saving throw with disadvantage.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 36 (8d6 + 8) piercing damage + 6 (1d12) radiant damage + 4 (1d8) fire damage. If the target is a Large or smaller creature, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the avatar can't bite another target.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage + 3 (1d6) radiant damage + 2 fire damage and the target must succeed on a DC 18 Strength saving throw or be knocked prone.
Stomp. Melee Weapon Attack: +14 to hit, reach 5 ft., one prone target. Hit: 20 (5d4 + 8) bludgeoning damage + 4 (1d8) fire or radiant damage (avatar's choice).
Claws. Melee Weapon Attack: +14 to hit, reach 5 ft., one prone target. Hit: 18 (4d4 + 8) slashing damage + 3 (1d6) fire damage (avatar's choice).
Blazing Bolt. The avatar casts fireball at a point it can see within range. A target that fails the saving throw against it takes an additional 21 (6d6) radiant damage, or half as much on a success.
Tilonalli's Dying Light (Recharge 5-6). The avatar summons a beam of fiery of sunlight that shines down in a 20-foot wide, 60-ft high cylindar centered at a point within 50 feet of the avatar, which sheds bright light in a 100-ft radius. All creatures within the area of the cylinder must make a DC 20 Constitution, Wisdom, or Dexterity saving throw (creature's choice), taking 37 (8d8 + 1) radiant damage + 36 (8d8) fire damage on a failure, or half as much damage on a success.
Sunfire Breath (Recharge 4–6). The avatar exhales radiant fire in either a 70-foot cone or a 130-ft line that is 10 feet wide. Each creature in that area must make a DC 22 Dexterity saving throw, taking 31 (9d6) fire damage + 17 (5d6) radiant damage on a failed save, or half as much damage on a successful one.
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.
Detect. The avatar makes a Wisdom (Perception) check.
Tail Attack. The avatar makes a tail attack.
Blazing Strike (Costs 2 Actions). The avatar uses its Blazing Bolt but with a range of 40 feet and gets +2 modifier to damage dealt to targets that are hit by it.
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