Huge Fey, Neutral
Armor Class 20 (natural armor)
Hit Points 320 (25d10 + 150)
Speed 40 ft., Burrow 30 ft.
STR
24 (+7)
DEX
12 (+1)
CON
22 (+6)
INT
14 (+2)
WIS
20 (+5)
CHA
10 (+0)
Saving Throws CON +12, WIS +11, CHA +6
Skills Insight +7, Perception +12, Stealth +5
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Druidic, Primordial, Sylvan Druidic, Sylvan, Primordial
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Innate Spellcasting.

The Avatar’s innate spellcasting ability is Wisdom (spell save DC 19). It can cast the following spells, requiring no material components:

  • At will: druidcraft, mold earth, thorn whip
  • 3/day: blight, insect plague, earthbind
  • 1/day each: contagion, wall of thorns, finger of death, cloudkill

Regeneration.

The Avatar regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight. If the Avatar takes radiant damage, this trait doesn’t function at the start of its next turn.

Rotting Aura.

At the start of each of the Avatar’s turns, each creature within 15 feet of it must succeed on a DC 19 Constitution saving throw or take 18 (5d6) necrotic damage. A creature that succeeds on this saving throw is immune to the Rotting Aura for 24 hours.

Spore Infection

If a creature fails the Constitution saving throw for the Fungal Slam, it becomes infected with a spore that weakens its vitality. While infected, it has disadvantage on Constitution saving throws, and its movement speed is reduced by 10 feet. The infected creature can make a DC 19 Constitution saving throw at the end of each of its turns to end the infection.

Actions

Multiattack. The Avatar makes three attacks: one with its Fungal Slam, one with its Necrotic Burst, and one with Grasping Roots.

Fungal Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Constitution saving throw or be infected with a spore infection (see “Spore Infection” below).

Necrotic Burst. Melee or Ranged Spell Attack: +11 to hit, range 30 ft., one creature. Hit: 26 (5d8 + 4) necrotic damage. The Avatar regains hit points equal to half the necrotic damage dealt. If the attack hits, the target’s maximum hit points are reduced by an amount equal to half the necrotic damage dealt, as the sickle accelerates their decay. This reduction lasts until the creature finishes a long rest.

Grasping Roots. The Avatar causes twisted roots to erupt from the ground in a 20-foot radius around a point it can see within 60 feet. Creatures in that area must succeed on a DC 19 Strength saving throw or become restrained by the roots. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature attempts to fly within 20 feet of the ground while in this area, the roots will attempt to drag them down, forcing a DC 19 Dexterity saving throw to avoid being pulled back to the ground and restrained.

Rooted Downfall. When a flying creature is hit by the Avatar’s Necrotic Burst or Grasping Roots, it must succeed on a DC 19 Constitution saving throw or be forced to the ground as necrotic roots weigh it down, grounding it until the end of its next turn.

 Beacon of Renewal (1/Day). As an action, the Avatar can drive the staff into the ground, releasing a wave of regenerative spores. Each creature of the Avatar’s choice within 60 feet regains 30 hit points. Plant creatures regain an additional 10 hit points and have advantage on their next attack roll. Any undead creature in this area must succeed on a DC 19 Constitution saving throw or be stunned until the end of the Avatar’s next turn, as the staff’s power disrupts their unnatural existence.

Spore Swarm (Recharge 5–6). The Avatar releases a cloud of toxic spores in a 30-foot radius. Each creature of the Avatar's Choice in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also poisoned for 1 minute and takes 10 necrotic damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the poisoned condition on a success.

 

Reactions

Necrotic Rebuke. When the Avatar takes damage from a melee attack, it can use its reaction to channel decay through the staff. The attacker must make a DC 19 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.

Legendary Actions

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.

Decay Pulse. The Avatar releases a pulse of necrotic energy. Each creature within 10 feet must succeed on a DC 19 Constitution saving throw or take 13 (3d8) necrotic damage.

Thorned Ground. The Avatar chooses a 10-foot-radius area within 60 feet. The ground erupts with thorns, becoming difficult terrain for 1 minute. Any creature that moves through the area takes 10 (3d6) piercing damage.

Summon Rotling (Costs 2 Actions). The Avatar summons a Rotling, a small creature made of fungus and decayed plant matter, to aid it in battle. The Rotling has 15 hit points, AC 13, and can make one Fungal Slam attack (+6 to hit, 2d6+4 bludgeoning damage). It acts on the Avatar’s next turn.

Description

As Ra begins his transformation, a deep rumbling fills the air, and the ground around him seems to soften, as though nature itself holds its breath. His already imposing form swells and distorts, and his fur takes on a shadowy, moss-laden hue, his body seeming to grow from within as skeletal roots snake across his chitin breastplate and cloak of furs.

The broken horn on his left side sprouts fungal growths that pulse with an eerie, bioluminescent glow, and from his horned brow down to his hooves, his flesh takes on a bark-like texture mottled with lichen and decay. Moss, mushrooms, and creeping vines begin to intertwine around his limbs and torso, their tendrils swaying in unseen currents as a heavy cloud of spores rises around him like a fog.

Ra’s iconic staff shifts as well, expanding to match his monstrous size. The wood warps, twisted and gnarled with patches of rot and new growth in a delicate balance. At its apex, the silver sickle gleams with an almost predatory glint, its edge honed by the essence of life and death alike. The staff itself pulses with the energy of Hades’ realm—a blend of life that refuses to die and decay that refuses to disappear—creating a beacon of ominous light in the dim cloud.

As the transformation reaches its peak, Ra’s wooden mask—now shrouded in thick moss and clusters of pale fungi—erupts with a shroud of spores, obscuring his face in a drifting haze. His eyes burn through the fog, two faintly glowing orbs of green that flicker like ancient embers. His voice, if he speaks, is lower, echoing with a distant, rumbling quality as if he’s speaking with the voice of the forest itself.

Standing as the Avatar of the Rot, Ra embodies both the terror and beauty of nature’s endless cycle. Each step he takes leaves behind withered grasses that immediately begin to sprout with new life, tracing his path in a haunting display of death feeding life. The presence of the Avatar brings decay, yes—but with it, the promise of rebirth.

Monster Tags: undeadfey

Habitat: Swamp

Fly9inc