Special Trait . The Avatar of the Planes does not require food, air, or water.
Spellcasting. 🤩 The Avatar of the Planes is a 9-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +10 to hit with spell attacks). The Avatar of the Planes has the following spells prepared:
Cantrips (at will): witch bolt, Raise Dead(plane depending)**,
1st level (# slots): Dimension Door, Wish, True Polymorph, Summon Elemental, Bless**,Mass Suggestion
, [spell name]
ACTIONS
Claw/ Tooth. Melee Weapon Attack: +11 to hit, reach 30/5 ft., # target. Hit: 20(2d12+ 5) [damage type] damage.
Breath Weapon/Energy Shard*. Ranged Weapon Attack: +5 to hit, range 45/70 ft., # target. Hit: 30 (3d12 + 7) Lightning** damage.😑
*form depending **plane depending
Reactions.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
Avatars of the Planes are an ancient race of elementals , older than the multiverse itself.
These gargantuan elementals embody the very essence of the planes, they are the planes themselves .These creatures have spent the last trillion years in a deep slumber, while the multiverse has changed, evolved, and collided. Since there is no one alive who has seen these creatures awakened, a rare few even knows they exist, let alone what they look like. There is, however, a single scroll, which crashed to the material plane in a metal capsule, that predates the planes themselves and describes the existence of the Avatars of the Planes. According to the scroll, these creatures are all powerful, and appear as either as an elemental dragon, a core of energy, or a large humanoid representing their plane. The Avatars of the Planes have the power to protect their plane, but they also have the power to destroy worlds.
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.
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