Huge Celestial, Lawful Neutral
Armor Class 20 (natural armor)
Hit Points 313 (25d12 + 150)
Speed 0 ft., Fly 60 ft.
STR
12 (+1)
DEX
12 (+1)
CON
22 (+6)
INT
20 (+5)
WIS
24 (+7)
CHA
26 (+8)
Saving Throws CON +14, WIS +15, CHA +16
Skills Insight +15, Perception +15
Damage Vulnerabilities Necrotic
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Senses Truesight 120 ft., Passive Perception 25
Languages All, Telepathy 1000 ft.
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Remnant of the Divine. The Avatar is a manifestation of a race of forgotten gods, and cannot be truly killed. When this creature reaches 0 hit points, it can choose to become a Shard of Virtue item and reform itself somewhere in the plane of Arcadia in (1d4) months.

Will of Virtue. The Virtuous Avatar interacts with the world around it through overpowering telekinetic force. It may exert a force able to manipulate up to 10 objects weighing less than 1000 pounds each or 5 huge or smaller creatures in a 60 foot sphere centered on itself as an action on its turn. This force is able to move the affected objects or creatures freely within the area. A creature may attempt to resist this force by succeeding on a DC 24 Strength saving throw.

This force can also be focused to move objects weighing up to 5 tons 10,000 pounds. If focused on a huge or smaller creature, the Avatar can move it up to 60 feet in any direction. It can also choose to crush the creature. The target must make a DC 24 Strength saving throw, taking 83 (15d10) force damage on a failed save, or half as much on a success.

Innate Spellcasting. The Avatar's spellcasting ability is Charisma (spell save DC 24). The Avatar can innately cast the following spells, requiring no material components:
At will: beacon of hope, fireball, sending
5/day each: reverse gravity, sunbeam, teleport
3/day each: control weather, power word stun
1/day: psychic scream

Magic Resistance. The Avatar has advantage on saving throw against spells and magical effects.

Actions

Energy Burst. The Virtuous Avatar expels a wave of heat in a 60 foot sphere centered on itself. All creature within the area must make a DC 24 Constitution saving throw, taking 35 (10d6) fire damage and 35 (10d6) radiant damage on a failed save, or half as much on a successful save.

Healing Wave. The Avatar exudes a wave of healing energy. Up to five creatures of the Avatar's choice within 30 feet magically regain (8d12) hit points and are cleansed from a single curse, disease poison, or condition.

Wrath of the Virtuous (recharge 5-6). The Avatar cracks, dealing 55 force damage to itself. Creatures within 120 feet of it must succeed on a DC 24 Strength saving throw or be pulled 60 feet closer to the Avatar. At the start of its next turn, all creatures within 30 feet of the Avatar must make a DC 24 Dexterity saving throw. If a creature has been displaced by the first part of this ability, they make the Dexterity saving throw at disadvantage. A creature suffers 88 (25d6) fire damage plus 88 (25d6) radiant damage on a failed save, or half as much on a success. Creatures reduced to 0 hit points by this ability are disintegrated into piles of golden dust.

Reactions

Redirect Projectile. As a reaction when a creature The Avatar can see makes a ranged attack within 60 feet of it, the Avatar can deflect it, making another creature or object within 60 feet of the attacker the target.

Gingr96

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