Medium Humanoid, Neutral Evil
Armor Class 16 Ethereal Form
Hit Points 78 (12d10 + 12)
Speed 40 ft.
STR
12 (+1)
DEX
16 (+3)
CON
16 (+3)
INT
16 (+3)
WIS
20 (+5)
CHA
12 (+1)
Saving Throws CON +6, INT +6, WIS +8
Skills Intimidation +1, Perception +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened, Stunned
Senses Truesight 10 ft, Passive Perception 15
Languages Telepathy
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Avatar Regeneration. The avatar regains 15 (2d8 + 6) hitpoints at the start of its turns.

Teleportation. As a bonus action, the avatar can teleport to any point that it can see. This movement cannot trigger readied attacks.

Psi Fortress. The avatar automatically succeeds on all Wisdom saving throws against mind altering effects.

Psionic Training. The avatar can concentrate on an unlimited amount of spells/abilities at once, making only 1 concentration save to maintain concentration on all of them.

Actions

Multiattack. The avatar makes 2 psionic repeater attacks.

Psionic Repeater. Ranged Weapon Attack: +8 to hit, range 60/90 ft., one target. Hit: 14 (2d6 + 7) psychic damage.

Null Lance (Recharge 5-6). The avatar fires a beam of concentrated psionic energy 60 ft long and 10 ft wide. All creatures in this area must make a DC 16 Wisdom saving throw, taking 9 (2d6+2) psychic damage and 11 (2d8+2) force damage and becoming frightened. On a success, the creature takes half as much damage, and is not frightened.

Dimensional Rift (Recharge 5-6). The avatar creates a sphere of psionic energy at a point within range (60ft), with radius 15 ft. All units within the sphere must make a DC 16 Wisdom saving throw, taking 7 (2d6) psychic damage and 9 (2d8) radiant damage or half as much on a success. At the start of the avatar's next turn, the sphere collapses, dealing this damage again (no saving throw) to all creatures remaining in the area. Upon collapse, all objects in the sphere also take maximum damage.

Mind Control (Recharge 3-6). The avatar psychically attacks one creature that it can see. The target makes a DC 11 Wisdom saving throw. On a success of 5 or more, the creature is unaffected. On a success of 5 or less, the creature becomes frightened, and cannot distinguish between friend or foe. On failure, the target comes under the effect of the dominate person spell. This effect requires concentration for the avatar. This effect expires at the end of the target's 4th turn under the effect.

Previous Versions

Name Date Modified Views Adds Version Actions
6/2/2019 9:33:14 PM
19
1
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Coming Soon
6/7/2019 3:52:50 PM
51
1
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Coming Soon
daireb2

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