Gargantuan Celestial, Lawful Neutral
Armor Class 24 Divine Aegis
Hit Points 600 (33d20 + 264)
Speed 50 ft., Fly 120 ft. (hover)
STR
28 (+9)
DEX
16 (+3)
CON
26 (+8)
INT
22 (+6)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws STR +16, CON +15, WIS +17, CHA +17
Skills Arcana +14, Insight +18, Perception +18, Persuasion +18
Damage Resistances Psychic, Radiant, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Force, Necrotic
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Stunned
Senses Truesight 120 ft, Passive Perception 28
Languages All, Telepathy 120 ft
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Balance Unmade.

The Avatar severs unbalanced souls from existence, passing judgment on those who have strayed too far from their destined counterpart.

  • As a bonus action, the Avatar marks two creatures it deems "Twin-Souls." These creatures must make a DC 24 Wisdom saving throw or become linked by the Avatar’s will.
  • If one Twin-Soul takes damage, the other suffers half the same damage as psychic damage.
  • If one Twin-Soul dies, the other must make a DC 24 Charisma saving throw or be unmade, their existence erased as if by the Wish spell.

Twin’s Judgment.

The Avatar weighs the destinies of two linked souls, deciding their final fate:

  • As an action, the Avatar forces both Twin-Souls within 120 feet to make a DC 24 Constitution saving throw.
  • On a failure, one of the following effects occurs, chosen by the Avatar:
    • Eclipse Banishment. One Twin-Soul is cast into the Astral Void, unable to return for 100 years unless freed by divine intervention.
    • Shared Condemnation. Both Twin-Souls are stunned for 1 minute, reliving their entire intertwined fates in an instant.
    • Fate's Finality. If one Twin-Soul fails the save, the Avatar can choose to permanently destroy them, erasing them from history.
Actions

Multiattack.

The Avatar makes three attacks: one with Eclipse Blade, one with Judgment Gaze, and one with Celestial Wrath if available.

Eclipse Blade. Melee Weapon Attack: +18 to hit, reach 15 ft., one target.

Hit: 55 (8d10 + 9) slashing damage plus 22 (4d10) radiant or necrotic damage (Avatar’s choice). If the target is a Twin-Soul, they take an additional 20 force damage.

Judgment Gaze. Ranged Spell Attack: +18 to hit, range 120 ft., one target.

Hit: 44 (8d8) psychic damage. If the target is unbalanced (alignment shifted too far from their Twin-Soul), they must make a DC 24 Wisdom saving throw or be paralyzed for 1 minute.

Celestial Wrath (Recharge 5–6).

The Avatar raises both hands, unleashing the full power of the Eclipse. All creatures within 120 feet must make a DC 24 Dexterity saving throw or take 88 (16d10) radiant or necrotic damage (Avatar’s choice), or half as much on a success. Creatures that fail by 5 or more are blinded for 1 minute.

Legendary Actions

The Avatar can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.

  • Balance Shift. The Avatar switches the positions of two Twin-Souls within 120 feet of it.
  • Solar Flare. The Avatar erupts with divine light, forcing all creatures within 30 feet to make a DC 24 Constitution saving throw or be blinded for 1 minute.
  • Eclipse's Finality (Costs 2 Actions). The Avatar targets a creature it has judged. The target must succeed on a DC 24 Wisdom saving throw or take 55 (10d10) force damage. If reduced to 0 HP, they are erased from existence, leaving no body behind. Only a Wish spell can restore them.

Lair and Lair Actions

If the Avatar of the Eclipse is encountered in its celestial domain or a place of judgment (such as a divine temple), it can take lair actions. On initiative count 20 (losing initiative ties), it takes one of the following actions:

  • Celestial Tribunal. The Avatar conjures a court of spectral judges that weigh the party’s actions. Each creature in the lair must make a DC 24 Charisma saving throw or be stunned until the end of its next turn as visions of every past sin and virtue overwhelm them.
  • Solar-Lunar Alignment. The battlefield shifts, bathing half of the area in radiant sunlight and the other in dark moonlight. Creatures in sunlight take double radiant damage, and creatures in darkness take double necrotic damage.
  • Eclipsing Fate. The Avatar seals a target’s destiny. A chosen creature must succeed on a DC 24 Wisdom saving throw or be cursed, unable to receive healing or resurrection until the curse is lifted by divine means.
InstantLiquidation

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