Large Fiend, Chaotic Neutral
Armor Class 15 Natural Armor
Hit Points 225 (19d12 + 102)
Speed 40 ft., Walk 60 ft.
STR
20 (+5)
DEX
18 (+4)
CON
25 (+7)
INT
6 (-2)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws STR +19, DEX +17, CON +23, WIS +13
Skills Acrobatics +8, Intimidation +8
Damage Resistances Fire, Lightning
Senses Darkvision, Passive Perception 12
Languages Common Understands but cannot speak, Ignan
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Rage Aura. The Avatar of Wrath exudes an aura of fury. Creatures within 30 feet must succeed on a DC 18 Wisdom saving throw at the start of their turn or be frightened until the end of their next turn.

Vengeful Strike. When the Avatar of Wrath takes damage, it can increase the damage of its next melee attack by 5.

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

Actions

Multiattack: The Avatar of Wrath makes two attacks with Fiery Claw and one attack with Wrathful Blast.

Fiery Claw: Melee Attack: +13 to hit, dealing 18 (2d10 + 6) fire damage. On a hit, the target must succeed on a DC 18 Constitution saving throw or have its speed reduced by half until the end of its next turn.

Wrathful Blast: Ranged Attack: +13 to hit, dealing 18 (2d10 + 6) force damage. The target must make a DC 18 Wisdom saving throw or be stunned until the end of its next turn.

Rage Shockwave: The Avatar of Wrath unleashes a wave of chaotic energy in a 30-foot cone. Each creature within the area must make a DC 20 Constitution saving throw or take 50 (9d10) thunder damage, or half as much on a successful save. Creatures that fail the save are also pushed 10 feet away from the Avatar.

Legendary Actions

Furious Charge (Costs 1 Action): The Avatar of Wrath can move up to its speed without provoking opportunity attacks. Additionally, the next melee attack it makes has advantage.

Cataclysmic Roar (Costs 2 Actions): The Avatar of Wrath uses Rage Shockwave.

Wrathful Eruption (Costs 3 Actions): The Avatar of Wrath summons a surge of fiery energy at a point it can see within 120 feet. Each creature within a 20-foot radius must make a DC 18 Dexterity saving throw, taking 38 (7d10) fire damage on a failed save, or half as much on a successful one. A creature that fails the save is also knocked prone.

Kable3924

Comments

Posts Quoted:
Reply
Clear All Quotes