Elven Crescendo (Recharges after a Short or Long Rest). If the avatar would be reduced to 0 hit points, his current hit point total instead resets to 500 hit points, 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 Corellon Larethian after his Elven Crescendo activates.
Legendary Resistance (5/Day). If the avatar fails a saving throw, he can choose to succeed instead.
Regeneration. The avatar regains 20 hit points at the start of his turn if he has at least one hit point.
Arcane Superiority. The avatar cannot be effected by spells of 5th level or lower. Additionally he has advantage on saving throws against spells and other magical effects.
Grand Fey Ancient. The avatar cannot be charmed or dominated, magic cannot put him to sleep and he has advantage on checks made to discern illusions.
Immutable Form. The avatar is immune to any spell or effect that would alter his form.
Spellcasting. The avatar is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks). The avatar has the following spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost, fire bolt, light, spare the dying
1st level (at will): bless, ceremony, command, compelled duel, cure wounds, detect magic, faerie fire, feather fall, heroism, magic missile, shield, shield of faith, zephyr strike
2nd level (at will): calm emotions, enhance ability, gust of wind, detect thoughts, healing spirit, invisibility, mirror image, pass without trace, prayer of healing, vortex warp, warding wind
3rd level (3/day each): beacon of hope, counterspell, daylight, dispel magic, fireball, magic circle, mass healing word, motivational speech, revivify, sending, speak with dead, speak with plants, summon fey, wind wall
4th level (3/day each): banishment, dimension door, divination, find greater steed, freedom of movement, Otiluke's resilient sphere, sickening radiance
5th level (2/day each): Bigby's hand, circle of power, control winds, commune with nature, destructive wave, legend lore, scrying, skill empowerment, telekinesis, tree stride
6th level (3/day): conjure fey, find the path, globe of invulnerability, heal, investiture of wind, mass suggestion, sunbeam, wind walk, word of recall
7th level (2/day): etherealness, plane shift, resurrection, whirlwind
8th level (1/day): antipathy/sympathy, control weather, holy aura, sunburst
9th level (1/day): mass heal, true resurrection, wish
Multiattack. The avatar makes three elven longword attacks, any of which he can replace with elven longbow attacks.
Elven Longsword. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 21 (2d10 + 10) slashing damage damage plus 22 (4d10) force damage.
Elven Longbow. Ranged Weapon Attack: +19 to hit, range 300/1200 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 22 (4d10) radiant damage.
Fey Step. The avatar magically teleports up to 30 feet to an unoccupied space that it can see.
Superior Spellcasting. The avatar may cast any known spell of 3rd level or lower that has a casting time of one action as a bonus action.
The avatar 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 avatar regains spent legendary actions at the start of his turn.
Attack. The avatar makes one elven longsword or elven longbow attack.
Spellburst (2 actions). The avatar may cast any spell requiring an action or bonus action.
If the avatar's Elven Crescendo trait has activated in the last hour, he can use the options below as legendary actions.
Summon Wind Wardens (Costs 2 Actions). The avatar manifests four air elemental myrmidon that he summons up to 30ft in any unoccupied spaces he can see; he also gains 77 temporary hit points until the start of his next turn.
Sylvan Strike (Costs 3 Actions). The avatar conjures four enormous arrows of elven radiance that plummet to the ground at four different points he can see within 150 feet of him and then disappear. Each creature in a 20-foot-radius, 100-foot-high cylinder centered on each point must succeed on a DC 27 Dexterity saving throw or take 24 (7d6) radiant damage. A creature in the area of more than one arrow is affected only once.
Comments