| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +19 |
| DEX | 18 | +4 | +4 |
| CON | 22 | +6 | +15 |
| Mod | Save | ||
|---|---|---|---|
| INT | 28 | +9 | +18 |
| WIS | 24 | +7 | +16 |
| CHA | 26 | +8 | +17 |
Eldritch Form. The Avatar occupies a 60-ft. cube but can distort space; it can attack through walls or floors as if it were adjacent. Creatures can occupy its space (difficult terrain, start turn DC 25 Wis save or gain 1 point of Eldritch Revelation).
Reality Breaker. The Avatar ignores all resistances and immunities of creatures it can see except to force and radiant.
Aura of Revelation (Mythic). 60-ft. radius; creatures starting their turn here make a DC 23 Wis save or gain 1 Eldritch Revelation point (3 = short-term madness; 5 = DM control).
Mythic Trait – Phase II: The Awakening.
When reduced to 0 HP, the Avatar doesn’t die. It splits open into a radiant abyss, regaining 300 HP, reshaping the world into impossible angles.
The sky tears. Colors bleed wrong. Gravity convulses. Time shudders backward one heartbeat.
All creatures within 120 ft. make a DC 24 Wis save or take 45 (10d8) psychic damage and are stunned until the end of their next turn.
Phase II unlocks its Mythic Actions and additional traits below.
Multiattack. 3 attacks of any type below.
Tentacle of Unmaking. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 36 (4d12 + 10) bludgeoning + 18 (4d8) psychic damage, and the target must succeed on a DC 23 Con save or lose concentration and 1 prepared spell of your choice.
Rend Reality (Recharge 5–6). The Avatar rips the world open in a 40-ft. radius. Each creature must make a DC 23 Dex save or take 72 (16d8) force damage and be banished to a nightmare fragment until the end of its next turn (incapacitated).
Whisper of Oblivion. Targets up to three creatures it can see. Each must succeed on a DC 23 Wis save or take 45 (10d8) psychic damage and be silenced (can’t speak or cast verbal spells) for 1 minute.
Unmake Faith. The Avatar targets a creature that can cast spells within 60 ft. The target makes a DC 24 Cha save or one of its active magical effects ends (dispel magic, 9th level equivalent) and it takes 27 (6d8) psychic damage.
Warp Step. The Avatar teleports up to 100 ft to an unoccupied space it can see, passing through matter and creatures without provoking opportunity attacks. Each creature it passes through must make a DC 23 Dex save or take 21 (6d6) force damage.
Fold Space. When a creature moves within 30 ft of the Avatar, it forces that creature to make a DC 23 Charisma save or be teleported to a random point within 60 ft and take 28 (8d6) force damage.
Eye of Madness. When the Avatar is hit by a melee attack, it locks eyes with the attacker. The creature must succeed on a DC 24 Wis save or take 36 (8d8) psychic damage and gain 1 Eldritch Revelation point.
(3 per round, one option per turn)
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Warp Step (1 action). Teleport up to 60 ft. through any solid matter.
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Lash of the Dream (2 actions). Make one Tentacle of Unmaking.
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Reality Quiver (3 actions). Everyone within 60 ft. makes a DC 23 Con save or takes 28 (8d6) force damage; terrain becomes difficult until next turn.
PHASE II: THE AWAKENING (Mythic)
When triggered, the god’s eye opens in the void.
The Word Unspoken. All spells cast within 60 ft. are automatically countered unless the caster succeeds on a DC 25 Cha save.
Perfect Vision. Truesight unlimited, ignores invisibility, illusions, and cover.
Mythic Actions (3 per round in addition to Legendary)
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Unravel Flesh (2 actions). Choose one creature. It takes 55 (10d10) necrotic damage, and its body distorts; disadvantage on all attacks for 1 minute.
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Dream Reforged (3 actions). The Avatar restores 100 HP and reshapes the battlefield (the terrain becomes a floating nightmare maze).
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Revelation of the End (3 actions). Forces every creature in line of sight to make a DC 23 Wis save or gain 1 level of exhaustion and 1 Eldritch Revelation point.
Death Throes. On final death, the Avatar emits a psychic scream. Every sentient being within 10 miles must succeed on a DC 20 Con save or fall unconscious for 1 hour and lose 1d10 max HP permanently.
Description
Shape and Presence. The Avatar of the Mouthless God is not so much seen as understood by mistake. Its form flickers between dimensions — a vast silhouette of writhing tendrils, eyes that open like blooming flowers, and fractal wings that bend light into impossible angles. To behold it is to feel your mind press against the inside of your own skull, trying to crawl away. Within its space, geometry collapses; ceilings become floors, and distance forgets itself.
Texture and Sound. Its surface glimmers like oil over starlight, smooth and wet yet cracked with veins of cosmic fire. When it moves, the air sighs — not with breath, but with the release of memory. The hum of a thousand whispered prayers echoes from nowhere. Sound warps; every syllable spoken within a hundred feet is repeated half a second too late, by a voice that isn’t yours.
Aura and Emotion. The Avatar’s mere proximity unravels composure. Fear becomes geometry; courage curdles into self-awareness. Those who stand before it experience the sensation of their thoughts drifting loose from their bones. The air tastes like copper and grief. Shadows stretch toward the creature even when the light source is behind them.
Behavior and Motives. The Mouthless God’s avatar is not malicious—it simply enacts its design. It is hunger given form, the concept of consumption wearing skin. It seeks silence, not victory; the erasure of meaning, not domination. Its whispers do not tempt—they rewrite. Those who listen too long find their own voices replaced by its hymns.
The Awakening. When slain, the illusion of mortality peels away. The corpse collapses into a black hole of eyes and teeth, revealing a deeper being—a second birth rather than a death. Reality buckles as the Avatar’s gaze turns inward, seeing through every plane at once. The battlefield twists into an Escherian nightmare where gravity is negotiable and light screams when touched.
Signs and Portents. Long before it manifests, mortals hear it in their dreams: a pressure behind language, a pause between words. Wells fill with ink instead of water; reflections linger after being dismissed; children are born without mouths but hum lullabies in perfect harmony. Those who pray to silence feel the warmth of understanding just before their tongues vanish.
DM Descriptive Cues (Optional)
Use these lines at key moments during the fight to build immersion:
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“The world around you fractures—your breath echoes three times, the last echo arriving from inside your skull.”
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“You realize with dawning horror that the shadows beneath your feet are trying to climb back into you.”
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“When it speaks, the sound does not travel through the air—it blooms directly inside your mind like a bruise.”
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“As it awakens, your memories spill from your eyes like smoke. You remember being born wrong.”
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“The battlefield folds, and you see yourselves fighting from every angle at once—some of you losing, some already dead.”
Lair and Lair Actions
(on initiative 20)
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Gravitic Collapse. Gravity reverses; all creatures fall upward 30 ft. before slamming down (3d10 bludgeoning).
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Whispering Walls. The area fills with mouths; Wisdom save DC 20 or be frightened 1 round.
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Temporal Fold. A random round repeats itself; everyone re-rolls initiative and actions.
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