Gargantuan Aberration, Chaotic Evil
Armor Class 21 (natural armor)
Hit Points 792 (48d20 + 288)
Speed 60 ft., Fly 60 ft.
STR
27 (+8)
DEX
20 (+5)
CON
22 (+6)
INT
29 (+9)
WIS
25 (+7)
CHA
30 (+10)
Saving Throws STR +17, CON +15, INT +18, CHA +19
Damage Vulnerabilities Radiant
Damage Resistances Acid, Cold, Fire, Lightning, Necrotic, Poison, Thunder
Damage Immunities Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 120 ft., Darkvision 1 mile, Passive Perception 18
Languages --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Aura of Void. Nonmagical light sources within 1200 feet of the avatar that originate from a source other than itself are extinguished at the start of each of its turns. It regains 20 hit points for each light source larger than Tiny that is extinguished in this way. Magical light sources have their range halved.

If the avatar regains more than 40 hit points from this ability in one round, or if it takes radiant damage, it immediately recharges its Radiance.

Event Horizon. The avatar's gravity inexorably draws in anything nearby. A creature that starts its turn within 60 feet of the avatar must succeed on a DC 26 Strength saving throw or be pulled 20 feet toward the avatar and take 42 (12d6) force damage. On a successful save, the creature takes half the damage and isn't pulled. A creature that touches the avatar or hits it with a melee attack while within 5 feet of it also takes this damage. A creature that starts its turn within 5 feet of the avatar must make a Constitution saving throw or instantly drop to 0 hit points.

A creature that tries to move away from the avatar while within 120 feet of it is considered to be in difficult terrain.

Innate Spellcasting. The avatar's spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). The avatar can innately cast the following spells, requiring no components:
At will: darkness, silence
5/day each: dark star, reverse gravity

Actions

Multiattack. The avatar makes seven tentacle attacks and uses its Radiance, if available.

Tentacle. Melee Weapon Attack: +16 to hit, reach 40 ft., 1 target. Hit: 33 (4d12 + 7) force damage, and the target is grappled if it is Huge or smaller. While it is grappled in this way, it is also restrained and takes an additional 13 (2d12) force damage at the start of each of its turns. The avatar has seven tentacles, each of which can grapple one target.

Fling. One Huge or smaller object held or creature grappled by the avatar is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.

Radiance (Recharge 5-6). The avatar's black hole pulses with stored-up light and condenses it into a deadly ray. This ray is a 300-foot line that is 10 feet wide, originating from the avatar. Each creature in the line when it appears must make a DC 24 Dexterity saving throw, taking 52 (15d6) radiant damage on a failed save or half as much on a success. A creature that fails the save by 5 or more is blinded until the start of their next turn.

A creature that is reduced to 0 hit points by this ability is disintegrated into a pile of fine black dust.

Bonus Actions

Twist Space. The avatar teleports to an unoccupied space it can see within 120 feet of it. Both its original location and its destination must be in dim light or darkness.

Legendary Actions

The avatar can take four 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.

Attack. The avatar makes one tentacle attack.

Gravity Warp (Costs 2 Actions). The avatar chooses one creature or object it can see within 60 feet of it. If it is a creature, that creature must make a DC 24 Constitution saving throw or have their gravity altered in a random direction for one minute. During this time, the creature falls in that direction rather than down, unless they have a means of flying or otherwise staying aloft. If the creature enters the area of a reverse gravity spell, the effects of both this feature and that spell are suspended for the creature.

Description

Thanks to the gods, Elder Evils have never been able to truly enter the world themselves, though they have tried. While the true extent of their power will never be able to affect the universe as it is known, this does not mean that their emissaries can't invade.

Antithesis of Order. Avatars of Elder Evil are beings diametrically opposed to law, order, logic, consistency, and reason. They operate under principles so alien that most dwellers of the Material Plane--and much of the rest of the multiverse--cannot even begin to comprehend them. Those who have experienced glimpses of the Far Realm or who have made pacts with eldritch gods have scratched the surface of the lawlessness these creatures require to even exist, but even they do not--cannot--understand exactly what these are.

To these avatars, light represents order, understanding, and truth, so it is their nature to do everything they can to destroy it, or consume it if they can. Light sources brought into their presence quickly go dark, the energy subsumed into the avatar's form only to be regurgitated later as beams of destroying radiance.

Alien Forms. Avatars of Elder Evil rarely appear on the world's surface, taking little interest in the Material Plane's affairs, so they have forms better suited to their true home--the cold, unforgiving vacuum of space. They resemble alien squids, with horrible tentacles that snake through the void seeking to quench all life and light. Where their tendrils should join to form a head, there is instead a black hole pulsing with gravity, sucking in both matter and light and utterly annihilating anything it comes into contact with. This black hole swirls with an accretion disk that grows brighter as the avatar consumes light, signaling when the creature is preparing to unleash its payload.

Eldritch Shadows. Avatars are immensely powerful, yet they are only small, vague facsimiles of the dark gods they serve. Their destructive power serves as a mere taste of the true nothingness that these eldritch beings long to inflict upon the multiverse, but while the gods hold them back, all they can do is send their avatars in droves through the multiverse to act as their black fingers where they otherwise could not reach.

_CrimsonInferno_

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