Huge Swarm of Large monstrosities, Chaotic Evil
Armor Class 22 Natural Armor
Hit Points 350 (25d12 + 5)
Speed 60 ft.
STR
24 (+7)
DEX
18 (+4)
CON
24 (+7)
INT
16 (+3)
WIS
18 (+4)
CHA
22 (+6)
Saving Throws STR +13, CON +13, WIS +10
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Magic Weapons, Bludgeoning from non magical attacks
Damage Immunities Poison
Condition Immunities Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 16
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If the Avatar of Mogis fails a saving throw, it can choose to succeed instead.

Magic Resistance. The Avatar of Mogis has advantage on saving throws against spells and other magical effects.

Aura of Bloodlust. The Avatar of Mogis exudes an aura in a 30-foot radius. Friendly creatures in this aura gain advantage on melee attack rolls. Hostile creatures must make a DC 18 Wisdom saving throw at the start of their turn or be compelled to move toward the Avatar and make a melee attack.

Blood Frenzy. The Avatar of Mogis gains advantage on melee attack rolls against any creature that doesn't have all its hit points.

Actions

Multiattack. The Avatar of Mogis can make three melee attacks: two with its Greataxe and one with its Fiery Hooves.

Greataxe. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 40 (4d12 + 7) slashing damage.

Fiery Hooves. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (3d8 + 7) bludgeoning damage plus 14 (4d6) fire damage.

Inferno Burst (Recharge 5-6). The Avatar of Mogis releases a burst of infernal flames in a 30-foot radius. Each creature in that area must make a DC 18 Dexterity saving throw, taking 66 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Innate Spellcasting. The Avatar of Mogis can innately cast the following spells, requiring no material components:

  • At will: Command, Detect Magic, Searing Smite
  • 3/day each: Burning Hands, Fireball, Flame Strike, Haste
Legendary Actions

Legendary Actions: The Avatar of Mogis 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 of Mogis regains spent legendary actions at the start of its turn.

  1. Infernal Swipe. The Avatar of Mogis makes a Greataxe attack.

    • Cost: 1 Legendary Action
  2. Hellish Roar. The Avatar of Mogis unleashes a terrifying roar. Each creature within 30 feet that can hear the roar must make a DC 18 Wisdom saving throw or become frightened until the end of its next turn.

    • Cost: 2 Legendary Actions
  3. Teleport. The Avatar of Mogis magically teleports up to 60 feet to an unoccupied space it can see.

    • Cost: 2 Legendary Actions
Mythic Actions

Mythic Actions: The Avatar of Mogis can take 3 mythic actions, choosing from the options below. The Avatar of Mogis can only use one mythic action option at a time and only at the end of another creature's turn. The Avatar of Mogis regains spent mythic actions at the start of its turn.

  1. Infernal Blitz. The Avatar of Mogis moves up to its speed without provoking opportunity attacks. During this movement, it can make a Fiery Hooves attack against each creature it passes within 5 feet.

    • Cost: 1 Mythic Action
  2. Fiery Eruption. The Avatar of Mogis releases a burst of intense flames in a 20-foot radius centered on itself. Each creature in that area must make a DC 20 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one.

    • Cost: 2 Mythic Actions
  3. Abyssal Grasp. The Avatar of Mogis targets a creature it can see within 60 feet. The target must make a DC 18 Strength saving throw or be magically restrained by ethereal chains until the end of its next turn.

    • Cost: 3 Mythic Actions

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Mountain

Kalista_Creed

Comments

Posts Quoted:
Reply
Clear All Quotes