| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 11 | +0 | +0 |
| CON | 22 | +6 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 13 | +1 | +6 |
| WIS | 18 | +4 | +9 |
| CHA | 15 | +2 | +7 |
Trail of Rot. When the avatar moves, it leaves behind a trail of rot. Until the end of the avatar's next turn, the ground the avatar moved through is difficult terrain, and any creature that enters into or ends their turn there takes 9 (2d8) necrotic damage. A creature can suffer this damage only once per turn.
Unnatural Utterances. Charisma Save: DC 17, creatures entering into or ending their turn in a 30 foot emanation from the avatar. Failure: 2 (1d4) penalty to attack rolls and ability checks until the start of the creature's next turn.
Legendary Resistance (3/day, or 4/day in its lair). If the avatar fails a saving throw, it can choose to succeed instead.
Multiattack. The avatar makes 4 Rotting Tentacle or Withering Ray attacks in any combination.
Rotting Tentacle. Melee Attack Roll: +10 to hit, reach 10 ft. Hit: 11 (1d12+5) bludgeoning damage plus 7 (2d6) poison damage, and the target is grappled (Escape DC 18).
Withering Ray. Dexterity Saving Throw: DC 17, one creature within 60 feet. Failure: 13 (3d8) necrotic damage and the target is weakened until the start of its next turn. Weakened: Target has disadvantage on Strength and Dexterity d20 tests until the end of its next turn. and does not add its dexterity or strength ability modifier to weapon damage.
Poison Burst (Recharge 3 rounds). Constitution Saving Throw: DC 17, creatures in a 15 foot emanation from the avatar. Failure: 55 (10d10) poison damage. Success: Half damage.
BATTLEFIELD ACTION
A Battlefield Action Telegraphs at the end of the avatar's turn, indicating which creature it is Targeting. It can then be Mitigated until the start of the avatar's next turn. At the start of the avatar's next turn, the ability Activates.
Dragonbreath (Recharge Bloodied). Telegraph: the eyes of the dragon skull begin to glow with an unholy light, while it stares at the last creature to damage it. Target: the last creature to damage it. Mitigation: While preparing this ability, the avatar is concentrating and has advantage on constitution saving throws to maintain concentration. Activation - Dexterity Saving Throw: DC 18, creatures in a 60 foot line ending at the target. Failure: 35 (10d6) acid damage. Success: Half damge.
Absorb Body. Strength Saving Throw: DC 18, one Medium or Small creature the avatar can see within 5 feet. Failure: The target is pulled into the avatar’s space and becomes grafted to its body. The avatar can have only one target grafted at a time.
While Grafted: the target has the Restrained Condition and Disadvantage on Constitution saving throws. At the start of its turn, it suffers the Trail of Rot damage. When the avatar moves, the grafted target moves with it. If the target dies while grafted, its body is destroyed, and the avatar regains 25 Hit Points.
Escape: The grafted target or a creature within 5 feet of the avatar can take an action to make a DC 18 Strength (Athletics) check. On a successful check, the target is no longer grafted and moves to an unoccupied space within 5 feet of the avatar.
Legendary Actions. The avatar has 3 legendary actions (4 in its lair), that refresh at the start of its turn.
- Awe. Trigger: A creature the avatar can see ends its turn. Response: the avatar casts Command (Halt) on one creature it can see within 60 feet (Save DC 17). Failure or Success: the avatar cannot use this action until the start of its next turn.
- Red Eye. Trigger: A creature the avatar can see ends its turn. Response: the avatar uses its Withering Ray attack.
- Rotting Trample. Trigger: A creature the avatar can see ends its turn. Response: the avatar moves up to 30 feet without provoking opportunity attacks. Dexterity Saving Throw: DC 18, any creature that the avatar enters their space. Failure: 9 (2d8) necrotic damage plus 7 (2d6) poison damage and the target is knocked prone. Success: half damage.
Description
The entire surface of the avatar was covered in vines, lichen, moss, tendrils, eyes, and fanged maws of different shapes, sizes and belonging to different creatures. All mouths mumbled, cracked, screeched, and emitted deafening uncontrollable chaotic ravings and chanted Moander's name in a demented chorus. The Abomination, a lumbering mountain of rot that produced putrid black slime. The creature has the skull of a dragon but over the top of the head is a single massive red eye.
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