Huge Elemental (Lizardfolk), Any Chaotic Alignment
Armor Class 20 Natural Armor
Hit Points 240 (17d12 + 120)
Speed 50 ft.
STR
24 (+7)
DEX
18 (+4)
CON
24 (+7)
INT
14 (+2)
WIS
22 (+6)
CHA
12 (+1)
Saving Throws STR +13, DEX +10, CON +13, CHA +7
Skills Athletics +18, Intimidation +10, Perception +10, Religion +17
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Lightning, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120, Passive Perception 20
Languages Abyssal, Celestial, Common, Infernal
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Blood Magic. The Avatar of Blood can use its own blood to cast spells. Whenever the Avatar casts a spell using its blood magic, it takes necrotic damage equal to twice the spell's level, doing so increases the level at which it casts the spell by 1.

The Avatar of Blood knows the following spells and can cast them using its blood magic:

Cantrips: chill touch, mage hand, prestidigitation

1st level (4 slots): false life, inflict wounds, shield

2nd level (3 slots): blindness/deafness, ray of enfeeblement, spiritual weapon

3rd level (3 slots): animate dead, life transference, vampiric touch

4th level (3 slots): blight, death ward, summon undead

5th level (2 slots): contagion, cardiac arrest

6th level (1 slot): harm

Blood Pact. The Avatar of Blood can form a blood pact with a willing creature it touches. All creatures in the pact gain the following benefits for 1 hour:

  • Its melee weapon attacks deal an additional 2d6 necrotic damage.
  • Whenever it takes damage, it can use it's reaction to take only half the damage  (rounded down) and have the Avatar of Blood take the same damage.
  • It gains resistance to necrotic damage.

The Avatar of Blood can have a maximum of 3 creatures under the effect of its Blood Pact at any time.

Legendary Resistance (2/day). If the Avatar of Blood fails a saving throw, it can choose to succeed instead.

Magic Resistance. The Avatar of Blood has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Avatar of Blood can make two weapon attacks or use its Blood Nova ability.

Blood Nova (Recharge 5/6). The Avatar of Blood can cause a burst of blood magic to erupt from its body in a 30-foot radius. Each creature in the area must make a DC 20 Constitution saving throw, taking 55 (10d10) necrotic damage on a failed save, or half as much damage on a successful one.

Blood Scythe. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 8) slashing damage plus 14 (4d6) necrotic damage. On a critical hit, the target must make a DC 20 Constitution saving throw or be stunned until the end of its next turn.

Bonus Actions

Blood Frenzy (1/Day). As a bonus action, the Avatar of Blood can enter a blood-fueled frenzy, gaining additional power at the cost of its own vitality. For the next minute, the Avatar gains advantage on all attack rolls and deals an extra 2d6 necrotic damage with its Blood Scythe attack. However, at the end of the frenzy, the Avatar takes necrotic damage equal to half the damage it dealt during the frenzy (rounded up). The Avatar cannot use Blood Frenzy again until it completes a long rest.

Reactions

Blood Shield (1/day). When the Avatar of Blood is hit by an attack, it can use its reaction to create a shield of blood magic. The shield grants the Avatar of Blood temporary hitpoints equal to it's missing health. Whilst the shield exists, Blood Magic does no necrotic damage to the Avatar of Blood. If the shield breaks then the Avatar of Blood takes damage equal to twice the shield's initial health. 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Avatar of Blood is a towering, muscular figure standing over 12 feet tall. Its skin is a deep crimson, almost as if made entirely of coagulated blood. It wears heavy, blood-stained armor that seems to have been made from the same material as its own flesh.

The Avatar's eyes glow with an intense, burning light, and its mouth is filled with razor-sharp fangs. Its long, flowing hair seems to be made of thick, black blood that drips and pools at its feet as it moves.

As the Avatar moves, it leaves a trail of blood in its wake, and the very air around it seems to vibrate with dark, powerful magic. Its voice is deep and commanding, and its presence alone is enough to inspire terror in even the bravest of heroes.

The Avatar of Blood is a master of blood magic, using its own life force to cast devastating spells and empower its attacks. Its weapons are imbued with dark magic that drains the life force of its victims, and its touch can form powerful blood pacts with those who are willing to serve it. Few who have faced the Avatar in battle have lived to tell the tale, and those who have speak of a relentless, unstoppable force of destruction and death.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
4/6/2023 12:37:44 PM
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Monster Tags: Elemental

Atilla_the_Stump

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