Medium Humanoid (Human), Neutral Good
Armor Class 21 (Unarmoured Defence)
Hit Points 162 (18d8 + 81)
Speed 40 ft., Fly 60 ft. (hover), Swim 40 ft., Burrow 30 ft.
STR
10 (+0)
DEX
17 (+3)
CON
16 (+3)
INT
17 (+3)
WIS
26 (+8)
CHA
16 (+3)
Saving Throws STR +6, DEX +9, CON +9, INT +9, WIS +14, CHA +9
Skills Acrobatics +9, Perception +14, Religion +9, Stealth +9
Condition Immunities Charmed, Frightened
Senses Blindsight 120 ft., Tremorsense 30 ft., Passive Perception 24
Languages Common, Sylvan
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Collective Wisdom. The Avatar has advantage on all saving throws. In addition, if the Avatar is subjected to an effect that allows him to make a saving throw to only take half damage, he instead takes no damage if he succeeds by 5 or more.

Elemental Barrier. Any time the Avatar is targetted by a magic missile spell, a line spell, a spell that requires a ranged attack roll, or a weapon that requires a ranged attack roll, roll a d6. On a 1 to 2, the effect functions as normal. On a 3 to 5, the Avatar is unaffected. On a 6, the Avatar is unaffected, and the effect is reflected back at the attacker as though it originated from the Avatar, turning the attacker into the target.

Unarmoured Defence. While the Avatar is wearing no armour, his AC includes his Wisdom modifier.

Spellcasting. The Avatar can cast one of the following spells, requiring no material or verbal components and using Wisdom as the spellcasting ability (spell save DC 22):

At will: air bubble, control flames, gust, mage hand (hand is invisible), mold earth, shape water

3/day each: burning hands, gust of wind, levitate,  thunderwave, wall of fire, wall of ice, wall of stone, wall of water, wind wall

Actions

Multiattack. The Avatar makes four Elemental Strike attacks. He can forgo two attacks to use Master Bending or Spellcasting.

Elemental Strike. Melee or Ranged Spell Attack: +14 to hit, reach 5 ft. or range 120/300 ft., one target. Hit: 21 (2d12 + 8) bludgeoning, fire, piercing, or slashing damage (the Avatar's choice).

Master Bending (Recharge 3-6). The Avatar uses one of the following elemental bending actions.

Aqua Tendril. The Avatar extends a tendril of water towards one creature he can see within 300 feet, forcing it to make a DC 22 Strength saving throw. On a failure, the creature is grappled (escape DC 22). Whilst grappled this way, the creature is restrained. The Avatar can only grapple one creature at a time with his Aqua Tendril.

Hurricane Stream. The Avatar blasts air in a 300-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Strength saving throw. On a failure, a target takes 35 (10d6) bludgeoning damage and is pushed up to 60 feet away from the Avatar and knocked prone. On a success, a target takes half the bludgeoning damage and is only pushed 20 feet away from the Avatar, though it is not knocked prone.

Pebble Barrage. The Avatar fires a scatter of pebbles in a 120-foot line that is 15 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) piercing damage on a failed save, or half as much damage on a successful save.

Rain of Fire. The Avatar expels up to five streams of fire which plummet to the ground at five different points he can see within 120 feet. Each creature in a 20-foot-radius sphere centred on each point the Avatar chooses must make a DC 22 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful save. A creature in the area of more than one burst is affected once.

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 his turn.

Move. The Avatar moves up to his full movement speed.

Strike. The Avatar makes one Elemental Strike attack.

Dragon's Roar (Costs 2 Actions). The Avatar exhales fire in a 60-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.

Earthquake (Costs 2 Actions). The Avatar strikes the ground, causing the earth around him in a 120-foot radius to tremble and heave if it is made of stone or stone-like material, forcing each creature on the ground within the area to make a DC 22 Dexterity saving throw or take 27 (6d8) bludgeoning damage and be knocked prone on a failed save.

Fling (Costs 2 Actions). One creature grappled by the Avatar is thrown up to 60 feet in a direction the Avatar chooses and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 22 Dexterity saving throw or take the same damage and be knocked prone.

Tsunami (Costs 2 Actions). The Avatar creates a wave of water which travels in a 60-foot cube originating from himself. Each creature in the area must make a DC 22 Constitution saving throw, taking 33 (6d10) bludgeoning damage and being pushed to the end of the cube on a failed save, or taking half as much damage and not being pushed on a successful save.

Energy Bending (Costs 3 Actions). The Avatar touches one creature he can see within 5 feet that is grappled, incapacitated, or restrained and attempts to bend its energy, forcing it to make a DC 22 Wisdom saving throw. If the creature succeeds, the Avatar takes necrotic damage equal to the creature's level or challenge rating. If the creature fails the saving throw, it loses access to one feature or trait of the Avatar's choice indefinitely. The lost feature or trait can only be regained by a wish spell, divine intervention, or if the Avatar uses this action again to give it back.

Description

This stat sheet is taken from the perspective of Avatar Aang after the series of Avatar: The Last Airbender ended. Whilst not from a particular time frame, this sheet can serve as Avatar Aang having just beaten Ozai and ended the 100-year war, or him as an adult before he died.

"Oh what I would give for a taste of that power. To have the combined knowledge and might of hundreds of masters is a true privilege." - Bert the Fert, Wizarding Scholar

Ending The Cycle. Whilst the Avatar State is the Avatar's most dangerous state, it is also their most vulnerable. If the Avatar is killed in the Avatar State, the cycle of rebirth permanently ends and a new Avatar won't be born.

Masterful Bending. With the knowledge and might of countless masters behind it, the Avatar State allows for feats of bending that even the greatest masters could not achieve alone. Past feats include breaking off a section of land and sailing the newly formed island into the sea, causing volcanoes to erupt and swallow an island, slowing the eruption of an actively erupting volcano, and many more.

Mastering The Avatar State. The Avatar State is difficult to wield for Avatars who have not trained to wield it. Without the proper spiritual training, the Avatar State can only be achieved when the Avatar's life is in intense danger or they are overcome with intense emotions such as anger. In this state, the current Avatar has less control over the power and is more prone to destruction, but if mastered, the current Avatar can control the power perfectly. 

The Avatar State. The Avatar State is the most powerful ability that each Avatar can use. When in this state, the Avatar's power increases exponentially as the power of all previous Avatars flows through the current Avatar.

Monster Tags: Human

TomTedH

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