Medium Celestial (Human), Chaotic Good
Armor Class 26 Natural
Hit Points 900 (50d20 + 300)
Speed 30 ft., Fly 50 ft.
STR
18 (+4)
DEX
28 (+9)
CON
26 (+8)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws CON +17, INT +19, WIS +19, CHA +19
Damage Vulnerabilities Force
Damage Resistances Acid, Cold, Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight, Truesight, Passive Perception 20
Languages Common, Elvish, Dwarven, Celestial, Infernal, Abyssal, Primordial
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Insuperable Magic. Spellcasting ability checks made as part of attempts to negate Avidus' magic (as with counterspell) are resolved against Avidus' spell save DC.

Regeneration. Avidus regains 10 hit points at the start of his turn if he has at least 1 hit point.

God of Magic: Avidus is immune to spells of 2nd level or lower unless he wishes to be affected.

 

Actions

The Lifestone: Range (120ft) +18 to hit. 4d12 damage. Each successive attack against made against a target increases the damage of the blast by 1d12. A target killed by this attack is unable to be resurrected by any means and its soul is stored inside the stone. After taking 5 attacks from the lifestone, target must make a constitution saving throw or have its constitution score reduced by 1d6+2. 

Spellcasting:

Cantrips (at will): Chill Touch, Thaumaturgy, Mage Hand, Ray of Frost, Mending

1st Level (at will): Charm Person, Shield, Sleep, Color Spray

2nd Level (at will): Hold Person, See Invisibility, Blindness/Deafness, Mirror Image

3rd Level (at will): Bestow Curse, Fireball, Blink, Hypnotic Pattern

4th Level (4 slots): Greater Invisibility, Polymorph, Blight, Banishment

5th Level (4 slots): Cone of Cold, Dominate Person, Arcane Hand, Geas

6th Level (3 slots): Chain Lightning, Disintegrate, Flesh to Stone

7th Level (3 slots): Finger of Death, Reverse Gravity, Prismatic Spray

8th Level (2 slots): Feeblemind, Power Word Stun

9th Level (2 slots): Time Stop, Power Word Kill, Wish

10th Level (1 slot): Tolodine's Killing Wind

11th Level (1 slot): Mavin's Worldweave, 

12th Level (0 slot): Karsus' Avatar

 

 

Reactions

Reaction: Spell Reflection. If Avidus makes a successful saving throw against a spell, or a spell attack misses, he can choose another creature (including the spellcaster) he can see within 30 feet of him. The spell targets the chosen creature instead of Avidus. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack is rerolled against the chosen creature

Legendary Actions

Avidus has 3 legendary actions that he can make on another creatures turn. He regains expended actions at the start of his turn. 

Spell (1 action) Avidus casts one of his at will spells

Teleport (2 actions) Avidus teleports to a location within 120ft. 

Lifestone Blast (3 Actions) Avidus makes an attack with the energy stored within the lifestone. 1 creature he can see must make a constitution saving throw or take 4d12 damage.

 

Description

A multidimensional god of time and space. Once a wizard that fought in a far away land to save the world from a risen demigod known as the Green Queen. In a desperate attempt to turn the tides of battle he invoked the spell known as Karsus' Avatar in order to temporarily take on the mantle of the Goddess of Magic, Mystra. During the battle an incident with an ancient Val'sar relic known as the Lifestone caused conflict with his temporary form, causing the merge between himself and Mystra to become permanent. The overflowing power caused by the Lifestone and the newborn god was causing the planet to collapse, thus resulting in Avidus having to create his own plane of existence that would be suitable to sustain the power, safely tucked away in a pocket of space outside the boundaries of reality, he spends his time watching over the events taking place across countless multiverses. 

Lair and Lair Actions

If Avidus is fought within his tower or anywhere in the Ticking City he is treated as being in his lair. 

Lair Actions

At the beginning of the initiative order, Avidus takes a lair action to cause one of the following effects; Avidus can’t use the same effect two times in a row:

  • Avidus summons 2 Clockwork Golems to assist him, only 4 golems can be alive at one time. 
  • Avidus stops time for 1 enemy he can see for 1 round. 
  • Avidus swaps places with 1 creature he can see, the swapped creature takes 4d8 force damage. 

* Mechanical Domination - Any constructs brought into the Ticking City are immediately brought under Avidus' control. 

* City of Artifice - Artificer Inventions that increase stats or provide bonuses receive a +2 bonus while inside the Ticking City. Artificer spells are cast 2 levels higher. 

 

Previous Versions

Name Date Modified Views Adds Version Actions
7/12/2019 4:32:10 AM
34
1
5e
Coming Soon

Habitat: Urban

Ncision

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