Amphibious. The avatar can breathe air and water.
Mucous Cloud. While underwater, the avatar is surrounded by transformative mucus. A creature that touches the avatar or that hits it with a melee attack while within 5 feet of it must make a DC 12 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.
Probing Telepathy. If a creature communicates telepathically with the avatar, the avatar learns the creature's greatest desires if the avatar can see the creature.
Reduced Threat. This creature has -2 penalty on all ability checks and saving throws.
Multiattack. The avatar makes two tentacle attacks in and one pincer attack.
Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.
Pincer. Melee Weapon Attack: +7 to hit, reach 10 ft. one target. Hit: 8(3d6 + 5) slashing damage, and the target must succeed on a DC 11 Constitution saving throw or have the poisoned condition for 1 minute. While the target is poisoned, it also has the paralyzed condition. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The target also has the grappled condition (escape DC 14). While grappling the target, the avatar can't make Pincer attacks against other targets. When the avatar moves, any medium or smaller creature it is grappling moves with it.
Enslave (3/Day). The avatar targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically charmed by the avatar until the avatar dies or until it is on a different plane of existence from the target. The charmed target is under the avatar's control and can't take reactions, and the avatar and the target can communicate telepathically with each other over any distance. The avatar can only enslave one creature at a time.
Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the avatar.
Spellcasting (Psionics). The avatar casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 14):
At will: detect thoughts, mage armor, mage hand (the hand is invisible)
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.
Detect. The avatar makes a Wisdom (Perception) check.
Spellcasting (Costs 2 Actions). The avatar casts a spell.
Psychic Drain (Costs 2 Actions). One creature charmed by the avatar takes 10 (3d6) psychic damage, and the avatar regains hit points equal to the damage the creature takes.
Lair and Lair Actions
The Avatar of Elythria can invoke the ambient magic of the temple to take lair actions. On initiative count 20 (losing initiative ties), the avatar takes a lair action to cause one of the following effects:
- Tentacles emerge from pools of water within 90 feet of the avatar. Any creature on the ground within 20 feet of such a pool must succeed on a DC 14 Dexterity saving throw or be pulled up to 20 feet into the water and knocked prone. The avatar can’t use this lair action again until it has used a different one.
- Water in the avatar's lair magically becomes a conduit for the creature’s rage. The avatar can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage. The avatar can’t use this lair action again until it has used a different one.
- The avatar chants an unnerving phrase in Deep Speech. Roll a d6 to determine which group of minions emerges from the depths. The avatar can't use this lair action again until it has used a different one.
- 1-3 - Drowned Blade x2, Carrion Stalker x1
- 4-5 - Carrion Stalker x2
- 6 - Chuul x1, Carrion Stalker x1, Drowned Blade x1
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