Huge Aberration, Unaligned
Armor Class 16 natural armour
Hit Points 130 (20d8 + 40)
Speed 40 ft., Climb 40 ft.
STR
17 (+3)
DEX
18 (+4)
CON
15 (+2)
INT
11 (+0)
WIS
16 (+3)
CHA
19 (+4)
Saving Throws DEX +8, WIS +7, CHA +8
Skills Intimidation +8, Perception +7, Stealth +12
Damage Resistances Cold, Fire, Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Frightened
Senses Darkvision 120 ft., Truesight 60 ft., Passive Perception 17
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

End of Duality. The Avatar of Night emits an aura that causes the dualities of nature to fail. Within 30 ft. of the Avatar of Night:

  • Other creatures can't gain advantage or have disadvantage be imposed upon them.
  • Other creatures' resistances and vulnerabilities are ignored.
  • Other creatures' Wisdom (Insight) checks automatically fail, and all lies sound true.
  • If another creature gains temporary hit points, they first take damage equal to the number of temporary hit points gained.
  • Spells or effects that rely on dualities (light and dark, life and death, good and evil, order and chaos, heat and cold) fail automatically.

Null State. The Avatar of Night is not considered an abberation for the effects of spells, abilities and magic items. In addition, the Avatar of Night is not considered a creature for the effects of spells that target it directly and would force it to make a saving throw. Spells that affect an area and spells that require an attack roll can still affect the Avatar of Night.

Nihility's Grasp. When the Avatar of Night attacks, it deals additional damage equal to five times the target's proficiency bonus if the target is currently marked as The Motivated.

At the start of the Avatar of Night's turn, the creature that acted with the most intent in the previous round of combat is marked as The Motivated. Taking an action, taking a bonus action, using a reaction, using an object, speaking and moving are all considered to be 'acting with intent'.

Unbeing Touch. If a creature is reduced to 0 hit points by the Avatar of Night, the creature does not fall unconscious. Instead, it becomes untethered.

An untethered creature has 0 hit points, but is conscious. It cannot speak, be healed or otherwise affect the world around it. It can move, but cannot take any actions, bonus actions or reactions. If all of the creatures in a combat encounter are untethered (other than the Avatar of Night), combat ends and all untethered creatures are removed from reality.

At the beginning of its turn, a creature can recover from being untethered on a successful DC 20 Charisma saving throw. Alternatively, another creature within 5 ft. can use a bonus action to attempt to tether the creature, requiring a successful DC 12 Charisma saving throw from the untethered creature, as well as a successful DC 16 Charisma check from the assisting creature.

The untethered condition can also be removed by the use of the Remove Curse spell, direct divine intervention, or the defeat of the Avatar of Night. Upon recovering from being untethered, a creature regains 1 hit point.

Actions

Multiattack. The Avatar of Night makes a Shadow Rake attack against two different targets.

Shadow Rake. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) slashing damage plus 7 (2d6) psychic damage.

Oblivion Pulse (Recharge 5-6). Unleashing a wave of void energy, creatures within 30 ft. of the Avatar of Night must make a DC 16 Charisma saving throw. On a failed save, a creature takes 4d12 (26) untyped damage, and loses one of the following (determined by a d6 roll) for 1 minute:

  • 1: Name
  • 2: The ability to speak
  • 3: Sense of sight
  • 4: All skill proficiencies
  • 5: All weapon proficiencies
  • 6: All class features

On a successful save, the target takes half damage and suffers no additional effects. A creature can regain what it lost early if it successfully deals damage to the Avatar of Night.

Bonus Actions

Beginning of the End. The Avatar of Night points at a creature it can see within 60 ft. That creature must succeed on a DC 16 saving throw of its choice, or become fragmented for 1 round.

A fragmented creature suffers the following:

  • Its proficiency bonus is +1, regardless of its level.
  • It forgets one language and loses one tool proficiency (determined by the DM).
  • On its turn, it can take an action or a bonus action, but not both.
  • It cannot take reactions.
  • It cannot speak its own name.

Erase Space (Recharge 3-6). The Avatar of Night teleports to any space within 60 ft. The space the Avatar of Night left becomes a Sphere of Nothingness with a radius of 15 feet for 1 round. Within the Sphere of Nothingness:

  • All space, including in the air and below the ground, is considered difficult terrain.
  • Objects that are neither carried nor worn vanish and cannot be recovered.
  • Light and dark cease to exist. Creatures cannot see into the sphere from outside, nor can they see out from within, regardless of any special senses the creature possesses.
  • Sound ceases to exist. Creatures cannot hear anything while inside the sphere, and no sound can escape it.

When the Sphere of Nothingness appears, creatures within must make a DC 16 Constitution saving throw, taking 4d6 (14) untyped damage on a failed save and half as much on a successful one. In addition, creatures within must succeed on a DC 14 Wisdom saving throw or become confused for 1 minute. A confused creature is treated as if under the effect of the Confusion spell and can end the effect early on a successful DC 14 Wisdom saving throw made at the end of its turn.

Reactions

Convergence. When a creature within 60 ft. deals damage or regains hit points, the Avatar of Night imposes a DC 16 Wisdom saving throw on that creature. On a failed save, healing becomes damage and damage becomes healing, and the amount of damage or healing is halved. Any additional positive or negative effects tied to the same action are also reversed (e.g. the restrained condition instead confers the effects of the Freedom of Movement spell, and a bonus to attack rolls or saving throws instead becomes a penalty).

Description

As the titan rises to its full height, its erratic movements wholly unnatural as if piloted by some invisible puppeteer, something gives way deep within your mind. It peels away from somewhere behind your eyes - not pain, but the sensation of your very definition being slowly but surely scrubbed from reality itself. The creature's shadow bleeds upward in wisps of pitch-black smoke and its face - or what passes for it - twists in recognition of your presence. As it does, your heartbeat slows and your breath turns cold in your chest. You feel empty. The certainty of who you are fades away, your memories sinking deeper and deeper until it feels impossible to ever fish them back.

Wouldn't it be easier to just let go? Why fight against the inevitable? Why deny the words you've always known to be true, deep down? Everything returns to Nothingness with time. And what better time than now?

Who you were, what you were destined to be, matters little to you now. Now, you are free, unfettered and unbothered; untethered as the end of all things swiftly approaches.

 

The power of the All-devouring Serpent is often misunderstood by mortals. While many see the Envoy of the Eternal Night as an agent of either darkness or death, the truth is that the Serpent is beholden to no master. Nothingness and the element of night are tied to its power, which manifests as a destruction of dualities - an undoing of the forces of nature. Life and death, order and chaos, light and dark - all these and many more fail in the presence of the Serpent, soon leading to an unravelling of reality itself.

Worshippers of the Serpent wish to return the world to Nothingness, enlisting its power to rid existence of all that brings pain and disparity. However, while most gods can be petitioned with rituals, prayers or sacrifices, contacting the Serpent is a challenge that very few mortals have successfully overcome, and even fewer have done so deliberately. An ill-thought out ritual born of sacrifice and entreaty is unlikely to wake the Serpent from its slumber, but is certain to taint those involved with the uncontrolled power of the Eternal Night.

What is born of such a ritual is referred to in long-lost texts as an Avatar of Night - something wholly unnatural and unrecognisable as the Serpent-worshipping cultist it may have once been. Whatever that cultist may have hoped to achieve by petitioning the Serpent matters little, for now they are a husk that is neither living nor dead, neither good nor evil, and neither an agent of chaos or of order. The Avatar simply isn't, and soon enough all that come in contact with it shall share the same fate.

 

GgbroTG

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