Huge Aberration, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 270 (32d8 + 170)
Speed 50 ft., Climb 50 ft.
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
18 (+4)
WIS
17 (+3)
CHA
20 (+5)
Saving Throws DEX +6, CON +7, WIS +7, CHA +9
Skills Insight +11, Perception +19
Damage Vulnerabilities Thunder
Damage Immunities Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Stunned
Senses Truesight 120 ft., Passive Perception 29
Languages All, Telepathy 120 ft.
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

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

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

Shifting Form. The Avatar of Anarchy has advantage on saving throws against being blinded, deafened, stunned, or being knocked unconscious.

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

Magic Weapons. The Avatar of Anarchy’s chain attack is magical.

Otherworldly Nature. The Avatar of Anarchy doesn’t require air, food, drink, or sleep.

Actions

Multiattack. The Avatar of Anarchy makes two Claw attacks. It can replace one attack with a use of Gaze.

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 6) slashing damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw, or it begins to hear strange whispering speaking incomprehensible knowledge coming from all sides, causing the creature to be deafened. If it fails its saving throw by 5 or more, the creature automatically loses concentration on any spells it is concentrating on and is silenced until the start of the Avatar's next turn.

Gaze. The Avatar of Anarchy turns its otherworldly gaze toward two creatures it can see within 90 feet of it. The targets must succeed on a DC 14 Wisdom saving throw or suffer one of the following effects (choose one or roll a d6):

1–2: Blinding Gaze. The target is blinded until the start of the Avatar’s next turn or until it is no longer within line of sight.

3–4: Confusing Gaze. The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of the Avatar’s next turn. The Avatar of Anarchy doesn’t need to concentrate on the spell.

5–6: Dissonant Gaze. The target is bombarded with intense dissonant music, causing it to take 14 (4d6 + 4) psychic damage.

Spellcasting. The Avatar of Anarchy casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):

At will: detect magic, major image, vicious mockery, dissonant whispers

3/day each: crown of madness, fear, telekinesis

1/day each: synaptic static, project image

Legendary Actions

The Avatar of Anarchy can take 2 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 Anarchy regains spent legendary actions at the start of its turn.

Gaze. The Avatar of Anarchy uses Gaze and must use either Blinding Gaze or Confusing Gaze.

Chain. +8 to hit, reach 25 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage plus 11 (2d10) necrotic damage.

Cast a Spell (Costs 2 Actions). The Avatar of Anarchy uses Spellcasting.

Monster Tags: abberationaberration

ScoutChris

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