Blades of Devouring. Magical Great twin blade scimitar 1d8 damage. The weapon deals an extra 4d8 necrotic damage when attuned. At strength 20 the wielder can use both blades dealing 2d6 damage. user heals half of the necrotic damage.
Innate Spellcasting. The avatar's spellcasting ability is Constitution (spell save DC 17). The avatar can innately cast the following spells, requiring only verbal components:
At will: detect evil and good, Hunger of Hadar, Vampiric Touch, Blight, Locate Creature
3/day each: Circle of Death, Disintegrate, Dispel Evil and Good, Destructive Wave, Blight
2/day each: Conjure Celestial, Finger of Death
1/day each: Antimagic Field
Magic Resistance. The avatar has advantage on saving throws against spells and other magical effects.
Multiattack. The avatar makes four melee attacks , two melee attacks and one grasp attack or two grasp attacks.
Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 5) slashing damage plus 18 (4d8) necrotic damage.
Devouring Grasp (3 turns). The avatar's arm deforms to a mass of teeth, tentacles , mouths and other flesh-formed parts. DC 18 strength saving trow or be grappled. At the end of the creatures turn creature can roll DC grappling check. while grappled creature takes 4d8 necrotic damage, the avatar heals the damage dealt.
The Avatar of the Devourer 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 of the Devourer regains spent legendary actions after devouring soul.
One man army. split into too entities, divide attacks action and remaining health.
Banish Good and Evil. Banish or sever magical connection from aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you. At start of turn roll DC 15 wisdom saving trow or suffer frightening. roll at the end of the turn roll DC 18 arcane or religion check to reestablish the connection.
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