Gargantuan Aberration
Armor Class 25 Natural
Hit Points 307 (10d20)
Speed
STR
28 (+9)
DEX
15 (+2)
CON
30 (+10)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws STR +16, DEX +9, CON +17
Damage Immunities Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Petrified, Poisoned
Senses Passive Perception 18
Languages --
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Fire Aura. At the start of each of the creature's turns, each creature within 5 feet of it takes (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the creature or hits it with a melee attack while within 5 feet of it takes (1d6) fire damage.

At half health, the damage increases to (4d6) and (2d6), then at a quarter health it increases to (5d6) and (3d6)

Immutable Form. The creature is immune to any spell or effect that would alter its form.

Actions

Multiattack. The Avatar can take 4 attacks (1-2 with its sword, 1 Grasping attack, and 1 Tektite Shot)

Impact Hammer . Melee Weapon Attack: +9 to hit, reach 15 ft., 1 target. Hit: 35 (4d12 + 9) [Force] damage and 14 (3d8) [Fire] damage

Grasping Hand. Melee Weapon Attack: +9 to hit, reach 10 ft., 1 target. If the Avatar hit an creature, they are grappled and restrained (the Avatar losses no speed when it does so). 

Tektite Shot. Ranged Weapon Attack: +5 to hit, range 15/90 ft., 1 target. Hit: 27 (4d10 + 5) [Force] damage.

Reactions

Special Endurance. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.

Legendary Actions

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

Crater Maker (Costs 2 Actions). (Recharge 5–6) The Avatar smashes it's foot into the ground, every creature in a 60ft radius must make a DC 17 Dexterity saving throw, taking (10d8) bludgeoning damage and are knocked prone, or half as much damage and not becoming prone on a successful save.

Steam Breath (Costs 1 Actions). (Recharge 5–6). The Avatar exhales choking smog in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking (14d6) poison damage on a failed save and take 1 level of exhaustion, or half as much damage on a successful one and no exhaustion.

Description

As the sky burns with the asteroid hurdling towards the Earth, a small fragment shoots off, heading closer and closer to our heroes. With a deafen explosion, the air catches fire as the  the Avatar has arrived. Taller than a house, made of otherworldly, jagged stone, with a segmented blade of the same material. It has the affect of a lost people but it dose not care for what was or is, all it wants is a barren waste. 

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.

Jojostand

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