Large Construct, Unaligned
Armor Class 20 (natural armor)
Hit Points 200 (20d10 + 100)
Speed 30 ft.
STR
24 (+7)
DEX
7 (-2)
CON
20 (+5)
INT
12 (+1)
WIS
12 (+1)
CHA
1 (-5)
Saving Throws STR +13, CON +11, WIS +7
Damage Immunities Acid, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Blindsight 500ft. Blind beyond this radius, Passive Perception 10
Languages --
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Poison And Acid Absorption. Whenever the avatar is subjected to poison or acid damage, it takes no damage and instead regains a number of hit points equal to the poison or acid damage dealt.

Immutable Form. The avatar is immune to any spell or effect that would alter its form.

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

Magic Weapons. The avatar's weapon attacks are magical.

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

Actions

Multiattack. The avatar makes three melee attacks.

Kick. Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit: 19 (3d8+7) bludgeoning damage. The target must succeed a DC 17 constitution saving throw or be knocked prone.

Sword. Melee Weapon Attack: +13 to hit, reach 10ft., one target. Hit: 22 (3d10+7) slashing damage.

Poison Spray (Recharge 6). The avatar sprays poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 constitution saving throw, taking 40 (10d8) poison damage on a failed save, or half as much damage on a successful one.

Acid Spray (Recharge  6). The avatar sprays acid in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 19 dexterity saving throw, taking 40 (10d8) acid damage on a failed save, or half as much damage on a successful one. 

Legendary Actions

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

Attack. The avatar makes a melee attack.

Spray. The avatar uses its poison spray action or its acid spray action (provided it is recharged). If both of its spray actions are not recharged, the avatar can instead use this legendary action to make 2 attempts to recharge either action.

Advance. The avatar walks up to half its walk speed. 

Description

Avatars of Balisius were once legendary mortal warriors trapped in a cycle of death and rebirth due to the curse of Balisius, god of rebirth. With each rebirth a small slither of their soul slipped away and time after time again of dying only to rise again has taught them to embrace and continue the cycle. Finally, once they've fully given themselves over to Balisius, the god of rebirth will take the last shred of their soul and infuse it with a small portion of its own body, shaping it into a powerful construct ready to serve it as a custodian, guardian, enforcer, and a myriad other roles. 

Lair and Lair Actions

Many avatars of Balisius operate on the move, travelling from place to place as of where they are needed by their master. Some however, are assigned to defend tombs of rebirth, titanic sacred places that hold tremendous power, built as holy buildings for those in the faith of Balisius. Each one houses a dormant avatar in the main chamber at the heart of the tomb, set to awaken when it senses an approaching danger.

An avatar in its tomb of rebirth has a challenge rating of 19. 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. 

- Loose chunks of stone falls from the ceiling above up to 3 targets the avatar can see. The target/s must make a DC 14 dexterity saving throw, taking 40 (8d10) bludgeoning damage on a failed save, or half as much damage on a successful one. 

- The main chamber rumbles and shakes violently for a moment. All creatures inside the chamber other than the avatar must take a DC 20 constitution saving throw, becoming knocked prone and stunned for 6 seconds on a failed save, and on a successful save nothing happens to them. 

- A spray of poison or acid comes from a crack in the main chamber's walls. The avatar uses its poison spray or acid spray action (provided it is recharged), but instead of it coming from the avatar it comes from a point on the walls on the edge of the main chamber that the avatar can see. The avatar automatically fails saving throws when it is hit by a poison spray or acid spray used in this way (remember the avatar will heal itself as a result of this instead of taking damage). If both of of the avatar's spray actions are not recharged, it can use this lair action to instead make 2 attempts to recharge either action.

ejcarnegie26

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