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.
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
- Meteor swarm (3 charges),
- Time Ravage (3 charges),
- Ravenous Void (2 charges),
- Destructive Wave (4 charges),
- Conjure Volley (4 charges),
- Antilife Shell (6 charges)
- Far Step (6 charges)
- Power word yeet
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.
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.
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.
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