Huge Monstrosity, Chaotic Evil
Armor Class 17
Hit Points 350 (17d12 + 85)
Speed 40 ft.
STR
24 (+7)
DEX
13 (+1)
CON
21 (+5)
INT
4 (-3)
WIS
10 (+0)
CHA
5 (-3)
Saving Throws STR +11, CON +9
Damage Vulnerabilities Fire
Damage Resistances Lightning; Bludgeoning, Piercing, and Slashing from Mundane Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages --
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Thorned Hide: A creature that touches the Avatar or hits it with a melee attack while within 5 feet of it takes 10 (3d6) piercing damage.

Frightful Presence. Each creature of the Avatar's choice that is within 120 feet of the avatar and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the avatar's Frightful Presence for the next 24 hours.

Exposed Heart:  When the Avatar reaches 100 HP or less, the chest of the creature exposed revealing a protected pocket where the core of the creature remains dormant (a corrupted seed of the forest). The creature cannot be destroyed unless the seed is destroyed.  The avatar must reach 0 HP either by fire based damage to the heart, or a single strike that would do at least 30 points of damage in one hit to the seed.  The AC to attack the seed directly is 22. The heart is treated as having vulnerability to all damage.

Actions

Gore:  The avatar may make 2 Gore Attacks as an action.  Melee Weapon Attack:  +7 to hit, Reach 5ft, one target. Hit: 28 (4d10 +7) Piercing/Bludgeoning damage.

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 its turn.

Gore: 1 melee attack. Melee Weapon Attack:  +7 to hit, Reach 5ft, one target. Hit: 28 (4d10 +7) Piercing/Bludgeoning damage.

Stampede (2 charges): Charge in a 40 ft line.  The line is 10 ft wide.  All creatures in that line must make a DC 15 Dexterity save.  One a failed save the creature takes 8d6+7 bludgeoning damage and is knocked prone.  On a successful save the creature jumps out of the way avoiding the attack.

Command Roots (2 charges): Ranged attack within 60 ft.  Can hit up to two targets.  Target must make a DC 16 Dexterity saving throw or take (4d10+6) piercing damage and be restrained on a failure.  On a success the target takes half damage and is not restrained.

Lair and Lair Actions

Call of the Wild: The Avatar roars out calling on the aid of the wild.  The roll a d6, based on the result will determine what enemies come to the aid of the Avatar. 1-2: two Vine Blights.  3-4: three twig blights.  5-6 four needle blights.

Devour the Soul:  All creatures within the lair must make a DC 14 CON save or suffer 10 points of necrotic damage and have their movement speed reduced by half for the following turn.  Half of the damage dealt in this way to restored to the Avatar.

Tainted Spirit: All creatures within the lair must make a DC 14 WIS save.  On a failure the creature is effected by the bane spell until initiative count 20 again.

Unending Torment: All creatures within the lair must make a DC 14 INT save.  On a failure the creature must has lost its grip on reality and must spend its turn doing the exact same action and targets as it had the previous turn.  

 

Habitat: Forest

Yosei222

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