Huge Construct, Unaligned
Armor Class 20 (natural armor)
Hit Points 400 (20d20 + 100)
Speed 30 ft., Fly 30 ft.
STR
24 (+7)
DEX
16 (+3)
CON
20 (+5)
INT
14 (+2)
WIS
15 (+2)
CHA
15 (+2)
Saving Throws CON +11
Skills Intimidation +22
Damage Vulnerabilities Force, Psychic
Damage Resistances All damage but Force, Radiant, and Psychic
Senses Darkvision 120 ft., Passive Perception 15
Languages Understands the languages of its creator but can't speak
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Immutable Form. The avatar is immune to any spell or effect that would alter its form.

Magic Resistance. The avatar has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Avatar's weapon attacks are magical.

Regeneration. The Avatar regains [roll]2d20+20[/roll] hit points at the start of its turn. 

Terrifying form: The Avatar is the manifestation of weird magics and naturally evokes dread in creatures. When creatures first see the Avatar, they must pass a DC 18 charisma save. If failed, the creature is frightened.  

Actions

Multiattack. The avatar makes three attacks using during their turn

Piercing blow. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 7) piercing damage.

Sweeping blow Melee Weapon Attack: +16 to hit, reach 10 ft., two targets target. Hit: 23 (4d10 + 2) slashing damage.

Void Wind (Recharge 6). The avatar exhales a cloud of foul magic in a 30-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.

 

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Spells

Reactions

Consume metal Non-magical melee weapons that hit the Avatar are absorbed into its form. Creature regains [roll]1d8[/roll] hit points

Keening Gale All creatures in 45 ft must make a DC 18 strength save of be knocked prone.

Legendary Actions

Break Free. If the monster is incapacitated at the start of its turn, the effect causing this condition immediately ends on the monster, and the monster takes damage equal to its Challenge Rating.

Indomitable (3/Day). The monster can reroll a saving throw it fails. It must use the new roll.

Mythic Actions

Touch of the void. Melee Weapon Attack:[rollable]+16;{"diceNotation":"1d20+16","rollType":"to hit","rollAction":"Touch of the void}[ to hit, reach 5 ft., one target. Hit: 27 (4d10 + 7) Necrotic damage. The target must succeed on a DC 20 Constitution saving throw or be confused until the end of its next turn. A confused creature can't take reactions and must roll a d8 at the beginning of its next turn. On a roll of 1 or 2 the creature cannot take an action. On a roll of 3 or 4 it makes a random melee attack against a creature within reach, if not creature is within reach it cannot take an action or move. On a roll of 5 or 6 it uses its action to dash and moves its full movement in a random direction. On a roll of 7 or 8 it makes an attack against itself.

Hurl through the void  Range: 60 feet The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. The target ages 10d10 years as it reels from its horrific experience. 

HeraAreia

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