Tiny Dragon, Chaotic Evil
Armor Class 25 (natural armor)
Hit Points 675 (50d6 + 500)
Speed 40 ft., Burrow 60 ft., Fly 120 ft.
STR
30 (+10)
DEX
18 (+4)
CON
30 (+10)
INT
21 (+5)
WIS
21 (+5)
CHA
25 (+7)
Saving Throws DEX +13, CON +19, WIS +14, CHA +16
Skills Deception +16, Perception +23, Stealth +13
Damage Immunities Fire, Force, Radiant
Senses Blindsight 90 ft., Darkvision 120 ft., Tremorsense 60 ft., Passive Perception 33
Languages Common, Draconic, Primordial
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (5/Day). If the Avatar fails a saving throw, it can choose to succeed instead.

Spacial distortion. While the Avatar is alive, the space around it gets distorted by it's presence, making it appear and act as a gargantuan creature.

Gravitational Force. Any space within a 60 foot radius around the Avatar is considered difficult terrain.
Additionally if any creature within 60 feet of the Avatar attempts to move away from it, it must first succeed a DC 26 strength saving throw. Otherwise it can only move closer.
A creature that starts its turn within 10 feet of the Avatar takes 3d6 force damage.

Singularity. The Avatar cannot be moved against it's will by any means while alive.

Entropic Nature. The Avatar does not need to eat, drink, sleep or breath.

Additionally, anything the Avatar eats is destroyed as if passing through a sphere of anihilation.

Stellar Rebirth. If the Avatar would be reduced to 0 hit points, his current hit point total instead resets to 500 hit points, he recharges his Breath Weapon, and he regains any expended uses of Legendary Resistance. Additionally, the Avatar can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating the Avatar of Entropy after his Stellar Rebirth activates.

 

Actions

Multiattack. The Avatar can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +20 to hit, reach 20 ft., one target. Hit: 24 (2d12 + 11) piercing damage plus 21 (6d6) force damage.

Claw. Melee Weapon Attack: +20 to hit, reach 15 ft., one target. Hit: 20 (2d8 + 11) force damage.

Tail. Melee Weapon Attack: +20 to hit, reach 25 ft., one target. Hit: 22 (2d10 + 11) force damage.

Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the Avatar and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Avatar’s Frightful Presence for the next 24 hours.

Planar Collapse (Recharge 5–6). The Avatar intensifies gravity immensely, creating a small, spinning sphere of force within 90 feet of it. The sphere implodes, crushing reality in a 60 ft radius of the point. Each creature in that area must make a DC 26 Dexterity saving throw, taking 98 (28d6) force damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Tail Attack. The dragon makes a tail attack.

Inescapable Pull (Costs 2 actions). Each crature within 60 feet of the Avatar must succeed on a DC 26 strength save or be pulled up to 30 feet towards it, or up to 10 feet on a success.

Spacial Crush (Costs 2 Actions). The Avatar chooses up to four points within 60 feet of it and crushes them with gravitational force. Each creature within a 20 foot radius, 500 foot high cylinder around the point takes 21 (6d6) force damage and if the creature is currently off the ground it is forcefully pulled down, doubling the fall damage they would regularly take.

Mythic Actions

Temporal Distortion. The Avatar flares with an intense gravitational pull. Any creature within 30 feet of it must succeed on a DC 24 constitution saving throw or be under the effects of the slow spell until the end of the Avatar's next turn.

Magical darkness fills a 60-foot sphere centered on the Avatar as all light is drawn into it. Any creature within that area must succeed on a DC 26 dexterity saving throw, taking (8d6) force damage on a failed save, or half on a successful one. Any creature capable of seeing through magical darkness is able to percieve the Avatar's true form during this.
Additionally, any non-living matter or non-magical plant matter that isn't being worn or carried within a 20 foot radius around the Avatar is destroyed.

 

Lair and Lair Actions

The Avatar’s Lair

The lair of the Avatar of Entropy are the crumbling remains of its native realm. A sky without stars and a barren landscape devoid of all life, scorched by constant storms, the Avatar remains, the final breath of a dying world.

Lair Actions

On initiative count 20 (losing initiative ties), the Avatar takes a lair action to cause one of the following effects; the Avatar can’t use the same effect two rounds in a row:

  • Placeholder flavor text. Each creature in the geyser’s area must make a DC 16 Dexterity saving throw, taking 21 (8d6) fire damage on a failed save, or half as much damage on a successful one.
  • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 16 Dexterity saving throw or be knocked prone.
  • Cosmic energy descends from the sky in a 20-foot-radius cylinder centered on a point the Avatar can see within 120 feet of it. The cylinder spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
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