Medium Humanoid, Neutral Evil
Armor Class 20 (natural armor)
Hit Points 300 (33d10 + 119)
Speed 40 ft.
STR
19 (+4)
DEX
14 (+2)
CON
17 (+3)
INT
17 (+3)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws STR +11, CON +10, CHA +12
Skills Athletics +7, Deception +12, Intimidation +17, Perception +7, Persuasion +17
Damage Vulnerabilities Radiant
Damage Immunities Necrotic
Condition Immunities Blinded, Charmed, Frightened
Senses Darkvision 300 ft., Passive Perception 17
Languages Abyssal, Common
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Avatar of Shadow. While in dim light or darkness, the avatar has advantage on attack rolls, has resistance to damage that isn't radiant, and attacks rolls against it have disadvantage.

Dread Frenzy. The avatar's weapon attacks deal an extra 19 (3d12) psychic damage to any creature with the frightened condition.

Eyes of Midnight. The avatar has darkvision out to a range of 300 feet, and magical darkness doesn't impede its vision.

Legendary Resistance (3/day). If the avatar fails a saving throw, it can choose to succeed instead.

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

Actions

Multiattack. The avatar makes two Blackened Blade attacks, or three if it is in dim light or darkness.

Blackened Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage plus 22 (4d10) necrotic damage.

Spellcasting. The avatar casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 20):

At will: arms of hadar, darkness, dissonant whispers, phantom steed (as an action), summon shadowspawn

3/day each: bestow curse, blindness/deafness (blindness), fear, hold person, shadow of moil

2/day each: contagion (blinding sickness), enervation, greater invisibility, phantasmal killer

1/day each: eyebite (panicked), harm, illusory dragon, maddening darkness

Bonus Actions

Hex. The avatar casts hex, requiring no material components and using Charisma as the spellcasting ability.

Legendary Actions

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 its turn.

Blackened Blade. The avatar makes a Blackened Blade attack.

Dark Step. The avatar teleports to an unoccupied space within 60 feet of it, provided that the starting space and destination are in dim light or darkness.

Cast a Spell (Costs 2 Actions). The avatar uses Spellcasting.

Lair and Lair Actions

The lair of the Avatar of Ipactin lies deep beneath the sands of the Teramatvian Badlands. The avatar lies within a demiplane, the interior of which is protected by the gate seal spell, so that entrance or exit are entirely inaccessible. However, even being on an entirely different plane of existence doesn't keep the avatar contained forever.

Where the demiplane was first created, there now stands a crack between planes, not enough to allow its prisoner escape (yet), but enough for its influence to leak through back into the Material Plane.

Regional Effects

The region surrounding the avatar's lair is warped by the creature's presence, creating the following effects:

Impeding Darkness. Areas of dim light and darkness within 3 miles of the lair become more extreme. The effects of a creature's darkvision are halved. The avatar, as well as creatures hailing from the Shadowfell, are the exception.

Uneasy Nights. When a creature finishes a long rest within 2 miles of the lair, it must succeed on a DC 13 Constitution saving throw as it experiences vivid nightmares. On a fail, a creature only regains a maximum of half its maximum hit points at the end of the rest.

Shadow Crossings. The border between the Material Plane and the Shadowfell is thinned near the lair. Creatures from the Shadowfell are common within 1 mile of the lair.

If the avatar dies, the shadow crossings close immediately, and the other effects fade over 1d10 days.

JovianDisaster

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