Large Swarm of Medium humanoids, Lawful Good
Armor Class 18 natural
Hit Points 136 (13d10 + 65)
Speed 80 ft., Walk 40 ft.
STR
23 (+6)
DEX
12 (+1)
CON
21 (+5)
INT
16 (+3)
WIS
17 (+3)
CHA
20 (+5)
Saving Throws DEX +5, CON +9, WIS +7, CHA +9
Skills Insight +11, Perception +11, Persuasion +13
Damage Resistances Bludgeoning, Piercing, and Slashing from Mundane Attacks
Damage Immunities Fire, Radiant
Condition Immunities Charmed, Frightened
Senses Darkvision 120ft., Passive Perception 17
Languages Celestial, Common, Draconic
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Innate spellcasting.The Avatar of Bahamut’s innate spellcasting ability is Charisma (spell save DC {{savedc:cha}}, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

  • At will: 
    [spell]Guidance[/spell], [spell]Light[/spell], [spell]Sacred Flame[/spell]
  •  
    3/day each: 
    [spell]Bless[/spell], [spell]Cure Wounds[/spell] (5th level), [spell]Dispel Magic[/spell], [spell]Lesser Restoration[/spell]
  • 1/day each: Heal, Holy Aura

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

Magic Weapons.The Avatar of Bahamut’s weapon attacks are magical.

 Radiant Breath (Recharge 5–6).The Avatar of Bahamut exhales radiant energy in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) radiant damage on a failed save, or half as much damage on a successful one.

Exalting Breath.The Avatar exhales the restoring winds of Mount Celestia in a 90-meters cone. Each creature in that area of the Avatar’s choice regains 35 (10d6) hit points, and each creature in that area of the Avatar’s choice that has been dead for no longer than 1 hour is restored to life with half its hit points.

Actions

Multiattack.The Avatar of Bahamut can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 6) bludgeoning damage.
Frightful Presence.

 

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Legendary Actions

The Avatar of Bahamut 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 Bahamut regains spent legendary actions at the start of its turn.

Detect. The Avatar makes a Wisdom (Perception) check.
Tail Attack. The Avatar makes a tail attack.
Wing Attack (Costs 2 Actions). The Avatar beats its wings. Each creature within 10 feet of the Avatar must succeed on a DC 17 Dexterity saving throw or take 15 (2d6 + 6) bludgeoning damage and be knocked prone. The Avatar can then fly up to half its flying speed.

 

HecticKing

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