Medium Undead, Any Lawful Alignment
Armor Class 11 Natural Armour
Hit Points 4 (1d8)
Speed 30 ft.
STR
2 (-4)
DEX
13 (+1)
CON
11 (+0)
INT
6 (-2)
WIS
12 (+1)
CHA
5 (-3)
Damage Vulnerabilities Bludgeoning
Damage Immunities Poison
Condition Immunities Exhaustion, Paralyzed, Poisoned
Senses Darkvision 60ft, Passive Perception 9
Languages Can't Speak
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Trait Name. Deathless Sentinel.

If the Avir drops to 0 hit points, it reanimates at the start of its next turn and regains all its hit points unless the mark on its skull or the glyph of the Deathless Sentinel is destroyed. While the Avir has at least 1 hit point, the mark has an AC of 16, 1 hit point, and is immune to psychic damage. If the Avir is reduced to 0 hit points, a creature can use an action to disrupt the mark, severing it from the glyph and permanently destroying the Avir.

 

Actions

Action Melee Attack. Bone Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Bonus Actions

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

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

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

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

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

Description

The аvir are deathless sentinels, bound in eternal servitude to guard ancient tombs, crypts, or sacred reliquaries. In life, the аvir were ardent servants devoted to a cause, vowing to serve it even in death. Their oath enables their essence, channeled through a magical symbol, to remain eternally on the mortal plane. However, only their burning conviction remains, the rest of their former selves burned away—an avir knows only its cause and how to serve it. Eternal Pledge. Pious saints, holy warriors, or cult fanatics—regardless of their particular beliefs, zealous and determined individuals can swear an oath to guard a specific location or object in death, just as they have in life. They willingly pledge their loyalty upon a magical glyph of the Deathless Sentinel in an initiation ritual held within the warded space. Upon their death, their body is brought to the glyph and a special funerary ceremony is held. The ritual is completed by carving the same mark of the Deathless Sentinel on the devotee’s forehead, binding their soul and bones to their cause. When the mark is etched into the body’s skull, the skeletal remains flare with the fiery energy of the Deathless Sentinel, engulfing the body of the devout completely. Any flesh burns to cinder, leaving nothing but bone. The power of the glyph, fueled by the devotee’s conviction, prevents their soul from passing into the Great Cycle. Instead, it magically binds the soul to itself. The power of the enchantment and the sworn oath calls them back into undeath. They become an avir, and their eternal watch begins.

All Credits to Yellow Madhouse

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: undead

Habitat: Underdark

BlakeSensei

Comments

Posts Quoted:
Reply
Clear All Quotes