Legendary Resistance (3/Day). If the avatar fails a saving throw, it can choose to succeed instead.
Lord of Locusts. The avatar can speak with insects as if they shared a language. Additionally, insects don't attack the avatar, and the avatar can issue orders to them.
Magic Resistance. The avatar has advantage on saving throws against spells and other magical effects.
Magic Weapons. The avatar’s weapon attacks are magical.
Spider Climb. The avatar can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Multiattack. The avatar makes two Scythe attacks and one Stinger attack.
Scythe. Melee Weapon Attack: +14 hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) slashing damage.
Stinger. Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 15 (2d6 + 8) piercing damage, and the target must succeed on a DC 20 Constitution saving throw or become poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Corrosive Breath (Recharge 5-6). The avatar exhales acid in a 60-foot line that is 5 feet wide. Each creature in the area must succeed on a DC 20 Dexterity saving throw, taking 28 (8d6) acid damage on a failed save, or half as much damage on a successful one.
Spellcasting. The avatar casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):
At will: detect magic
3/day each: dispel magic, insect plague, polymorph
1/day: contagion
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.
Attack. The avatar makes one Scythe attack.
Move. The avatar moves up to its speed.
Swarm Storm (Costs 2 Actions). A cyclone of locusts momentarily surround the avatar. Each creature within 15 feet of the avatar must make a DC 20 Constitution saving throw, taking 14 (4d6) piercing damage on a failed save, or half as much damage on a successful one.
Description
The avatar of Deskari is a malevolent manifestation of the lingering power of Deskari, the Demon Lord of Locusts. It appears as a twisted and corrupted entity, bearing a semblance to its progenitor but lacking the full extent of Deskari’s terrifying presence. Despite its diminished form, the avatar of Deskari radiates an aura of dread and chaos, instilling fear in all who encounter it.
Herald of Woe.
The avatar of Deskari is born from the residual energies left behind by the presence of Deskari, particularly in areas heavily influenced by the demon lord’s power. It is a fragment of Deskari’s essence, twisted and corrupted by the chaotic energies of the Abyss. The avatar of Deskari often manifests in locations where the barrier between the material plane and the Abyss is thin, serving as a harbinger of destruction and despair.
Avatar of Locusts.
The avatar of Deskari possesses a variety of abilities that mirror those of its progenitor, albeit on a smaller scale. It is capable of summoning swarms of locusts to assail its enemies, spreading disease and corruption with its mere presence.
Previous Versions
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6/8/2022 6:58:08 PM
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12/14/2022 11:44:39 AM
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2/8/2023 10:16:35 AM
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3/22/2024 6:09:00 PM
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3/31/2024 7:09:53 PM
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