Huge Fiend, Chaotic Evil
Armor Class 19 Natural
Hit Points 230 (20d10 + 120)
Speed 40 ft., Fly 60 ft.
STR
20 (+5)
DEX
16 (+3)
CON
22 (+6)
INT
18 (+4)
WIS
18 (+4)
CHA
24 (+7)
Saving Throws DEX +9, CON +12, WIS +10, CHA +13
Skills Deception +13, Insight +10, Perception +10, Stealth +9
Damage Resistances Cold, Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Blinded, Charmed, Frightened, Paralyzed, Poisoned
Senses Truesight 120, Passive Perception 20
Languages All Telepathy , Telepathy All All, telepathy 120 ft.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Innate Spellcasting. The Avatar of Shar’s spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

 

At will: darkness, detect thoughts, phantasmal force

3/day each: harm, shadow of moil, mislead

1/day each: power word kill, weird, illusory dragon

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

 

Shadow Stealth. While in dim light or darkness, the Avatar of Shar can take the Hide action as a bonus action.

 

Umbral Aura. The area within 30 feet of the Avatar is filled with oppressive shadows, dimming all light to darkness. Creatures other than the Avatar have disadvantage on attack rolls and Wisdom (Perception) checks while within this aura.

Actions

Action Name. Enter the description for your action.

Action Melee Attack. Melee Weapon Attack: +# to hit, reach # ft., # target. Hit: # (#d# + #) [damage type] damage. 

Action Ranged Attack. RangedWeapon Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.

Multiattack. The Avatar of Shar makes two Shadowstrike attacks.

Shadowstrike. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 5) necrotic damage, and the target must succeed on a DC 18 Wisdom saving throw or be blinded until the end of the Avatar's next turn.

Whispered Despair (Recharge 5–6). The Avatar whispers secrets of loss and sorrow into the minds of up to three creatures within 60 feet of her. Each creature must succeed on a DC 21 Wisdom saving throw or take 35 (10d6) psychic damage and be paralyzed for 1 minute. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions

 

Bonus Actions

Veil of Shadows. The Avatar of Shar cloaks herself in deeper darkness until the start of her next turn. She becomes invisible while in dim light or darkness, and creatures that rely on darkvision to see her perceive only a shadowy outline with disadvantage on attack rolls against her.

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Reactions

Reactions

 

Eclipse Shield. When the Avatar is hit by an attack, she can use her reaction to reduce the damage by 20 (4d8) and summon shadowy tendrils around herself. The attacker must make a DC 21 Charisma saving throw or be blinded until the end of their next turn.

Legendary Actions

Legendary Actions

The Avatar of Shar 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 Shar regains spent legendary actions at the start of her turn.

 

Shadow Step. The Avatar teleports up to 40 feet to an unoccupied space she can see within dim light or darkness.

Sapping Shadows. One creature within 30 feet must succeed on a DC 21 Constitution saving throw or take 10 (3d6) necrotic damage and have disadvantage on its next attack roll or ability check.

Glimpse of the Void (Costs 2 Actions). The Avatar briefly shows a creature within 60 feet a vision of endless darkness. The target must succeed on a DC 21 Wisdom saving throw or take 18 (4d8) psychic damage and be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Mythic Actions

 

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Mythic Actions

The Avatar of Shar can take 3 mythic actions, choosing from the options below. Only one mythic action option can be used at a time and only at the end of another creature’s turn. She regains spent mythic actions at the start of her next turn.

  • Embrace of Darkness (Costs 1 Action). The Avatar envelops herself and all creatures within a 30-foot radius in a shroud of impenetrable darkness. All creatures in this area must succeed on a DC 21 Wisdom saving throw or become blinded and frightened for 1 minute. Affected creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success.

  • Shadowborn Resurgence (Costs 2 Actions). The Avatar draws on the shadows around her to regain hit points equal to half her maximum hit points. If this action is taken, she also gains advantage on all attack rolls until the start of her next turn.

  • Manifestation of Secrets (Costs 3 Actions). The Avatar conjures shadowy illusions of her enemies’ deepest fears. Each creature within 60 feet must make a DC 21 Wisdom saving throw. On a failed save, a creature takes 55 (10d10) psychic damage and is paralyzed until the end of their next turn. On a successful save, the creature takes half damage and is not paralyzed.


Legendary Resistance (2/Day)

If the Avatar of Shar fails a saving throw, she can choose to succeed instead.

Description

The Avatar of Shar appears as a towering, graceful figure, with shadowy wisps constantly shifting around her, almost like a living cloak. Her form is slender and ethereal, almost blending into darkness itself, and her features are shrouded as though cloaked in an eternal dusk. Her eyes are her most striking feature: deep, violet wells that seem to pull in light and reflect a sorrowful understanding of the world’s mysteries. Shadows coil at her feet, moving as though alive, and in her presence, the air becomes cold and heavy, filled with the scent of damp earth after rain.

 

Her movements are both fluid and unnerving, as though she’s barely bound to the mortal plane. Occasionally, her form flickers, revealing a haunting, star-filled void within, hinting at the cosmic emptiness that defines her nature. Her voice is a soft murmur, like the rustling of leaves on a windless night, and her laughter is barely a whisper, yet it reverberates with a melancholy that tugs at the heartstrings of all who hear it.

Lair and Lair Actions

Lair Description

The Lair of Shar is hidden deep within a vast and ancient cavern, obscured by layers of shadow and illusion. The entrance appears as a simple, unassuming cave mouth, but those who step inside are immediately enveloped in an otherworldly darkness. The air is thick with an unsettling stillness, broken only by the distant echoes of whispers that seem to float through the shadows.

Inside the lair, the walls are lined with dark, polished stone that absorbs light, making it feel as though the very rocks are alive with the essence of shadow. Pockets of bioluminescent fungi cast an eerie, flickering light, illuminating intricate carvings and murals depicting the worship of Shar—scenes of loss, betrayal, and hidden truths.

As adventurers navigate the twisting corridors, they encounter shadowy figures that flicker in and out of existence, remnants of those who fell prey to Shar’s power. The deeper one goes, the darker and more oppressive the atmosphere becomes, with cold winds that whisper secrets of despair.

At the heart of the lair lies a vast chamber, dominated by a shimmering pool of inky water, reflecting nothing but darkness. This is the Pool of Secrets, where the Avatar communes with the shadows and draws power from the sorrows of the world. The pool is surrounded by obsidian pillars, each inscribed with the names of those who have been lost to despair, and the very air vibrates with a sense of profound loss.

Lair Actions

On initiative count 20 (losing initiative ties), the Avatar of Shar can take a lair action to cause one of the following effects; she cannot use the same effect two rounds in a row:

  1. Shroud of Night. Magical darkness spreads from the Avatar's location, filling a 60-foot radius around her. This darkness lasts until initiative count 20 of the next round. All creatures in the area must succeed on a DC 21 Wisdom saving throw or be blinded until the darkness ends.

  2. Whispers of the Damned. Echoing whispers fill the lair, targeting a creature within 120 feet of the Avatar. The target must succeed on a DC 21 Wisdom saving throw or take 22 (4d10) psychic damage and have disadvantage on their next saving throw.

  3. Shadow Tendrils. Shadowy tendrils rise from the ground in a 30-foot radius centered on a point the Avatar can see within 60 feet. Each creature in that area must succeed on a DC 21 Dexterity saving throw or take 27 (6d8) necrotic damage and be restrained until the end of their next turn.

  4. Veil of Sorrow. The Avatar conjures a thick mist that fills a 20-foot radius around her. Creatures within this mist have disadvantage on Wisdom saving throws and cannot regain hit points until the start of their next turn.

Hamilton3361308

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