Legendary Resistance (3/Day). If the Avatar fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Avatar has advantage on saving throws against spells and other magical effects.
Multiattack. The Avatar makes three attacks: two with its claw and one with its psychic ray.
Claw. *Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 34 (4d10 + 10) slashing damage.
Psychic Ray. *Ranged Spell Attack:* +18 to hit, range 120 ft., one target. *Hit:* 30 (5d10) psychic damage.
Devour Mind (Recharge 5-6). The Avatar targets one creature it can see within 60 feet of it. The target must make a DC 24 Intelligence saving throw or take 54 (12d8) psychic damage and be stunned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Cry of Madness (2/Day). The Avatar unleashes a horrifying scream in a 60-foot cone. Each creature in that area must make a DC 24 Wisdom saving throw or take 66 (12d10) psychic damage and become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Teleport. Can teleport up to 60 ft. away
Psychic Burst. The Avatar uses its Psychic Ray.
Void Strike. The Avatar makes a claw attack.
Reality Warp (Costs 3 Actions). The Avatar targets one creature it can see within 60 feet of it. The target must make a DC 24 Wisdom saving throw or be banished to a random plane of existence. The target can repeat the saving throw at the end of each of its turns, returning on a success.
Description
**Avatar of Tharizdun**
The Avatar of Tharizdun is a gargantuan, otherworldly fiend emanating pure chaotic evil. Towering and monstrous, its form is a nightmarish blend of jagged, shadowy tendrils and maddeningly twisted appendages. Its skin is an abyssal black, crackling with dark energy and adorned with glowing runes of primordial chaos. Multiple eyes, each seething with malice and insanity, peer out from its hide, and its maw, lined with razor-sharp teeth, seems to devour the very light around it. Hovering with an eerie, unsettling grace, the Avatar projects an aura of dread and despair, distorting reality around it and sowing terror in the hearts of all who dare to face it. Its presence alone warps the fabric of existence, making the ground tremble and the air thick with an oppressive, psychic weight.
Lair and Lair Actions
Lair Actions. On initiative count 20 (losing initiative ties), the Avatar takes a lair action to cause one of the following effects:
1. Rift. The Avatar can take a lair action to summon a rift to the Void Plane. This rift spawns an Elder Oblex that serves the Avatar. The rift remains open for 1 minute and then closes.
2. Gravity Well. The Avatar creates a gravitational distortion in a 30-foot radius centered on a point it can see within 60 feet. Each creature in that area must succeed on a DC 24 Strength saving throw or be pulled 20 feet toward the center and knocked prone.
3. Necrotic Surge. The ground within 60 feet of the Avatar pulses with necrotic energy. Each creature that starts its turn in this area must succeed on a DC 24 Constitution saving throw or take 20 (4d6) necrotic damage and have its movement speed reduced by half until the start of its next turn.
4. Shadow Chains. The Avatar conjures shadowy chains that spring from the ground in a 60-foot radius. Each creature in the area must succeed on a DC 24 Dexterity saving throw or be restrained until the end of its next turn.
5. Eldritch Pulse. The Avatar releases a burst of chaotic energy. Each creature in a 30-foot radius centered on a point the Avatar can see within 60 feet must succeed on a DC 24 Dexterity saving throw or take 22 (4d10) force damage and be knocked back 10 feet.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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10/8/2024 2:43:32 PM
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14
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1
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Coming Soon
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