| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +19 |
| DEX | 22 | +6 | +6 |
| CON | 30 | +10 | +19 |
| Mod | Save | ||
|---|---|---|---|
| INT | 22 | +6 | +6 |
| WIS | 28 | +9 | +18 |
| CHA | 30 | +10 | +19 |
Mythic Awakening — Radiance Unbound.
When the Avatar is reduced to 0 hit points, it does not die.
Instead:
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It explodes in a blast of creation-light.
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All creatures within 300 ft. must make a DC 25 Dex save or take 120 radiant damage, half on success.
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The Avatar reforms in its True Form, regaining 300 hit points.
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The battlefield is flooded with difficult terrain made of fractal radiance.
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The Avatar gains access to Mythic Actions.
A creature that witnesses this must succeed a DC 25 Wis save or become stunned for 1 round.
When the Avatar uses this trait, it enters Mythic Phase 2.
Form Beyond Perception.
Creatures that look at its face make a DC 25 Wisdom save or be blinded until the end of their next turn.
Primordial Radiance.
The Avatar sheds light for 500 ft., and magical darkness within this range is destroyed.
Anchor of Creation.
Teleportation, planar travel, time manipulation, or summoning effects within 300 ft. automatically fail unless the Avatar permits them.
Legendary Resistance (5/day).
Stillness of Origin.
The Avatar cannot be moved, knocked prone, restrained, or banished.
Divine Awareness. The planetar knows if it hears a lie.
Exalted Restoration. If the planetar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia.
Magic Resistance. The planetar has Advantage on saving throws against spells and other magical effects.
Multiattack.
The Avatar makes three Radiant Strikes.
Radiant Strike.
Melee Spell Attack: +18 to hit, reach 15 ft., one creature.
Hit: 8d12 radiant + 8d12 force damage.
If the target is undead, fiend, aberration, or Echo-made, it takes double damage.
Word of Creation (Recharge 5–6).
The Avatar speaks a syllable of the First Language.
All creatures of its choice within 300 ft. must make a DC 25 Wisdom save:
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Fail: 120 radiant damage and fall prone in awe.
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Success: Half damage, no prone.
This cannot be counterspelled.
Primal Sunburst.
Ranged Spell Attack: +18 to hit, 300 ft.
Hit: 10d10 radiant damage and the target is outlined in divine light.
Stabilize Reality.
Create a 60-ft aura where all illusions, Echo distortions, portals, and ongoing spells end.
Radiant Pulse.
All allies within 120 ft. regain 60 hit points.
Invert Harm.
When dealt damage, the Avatar forces the attacker to make DC 25 Con save or take the same amount as radiant damage.
Shield of Origin.
Reduce damage to 0; attacker takes 8d10 radiant.
The Avatar takes 3 actions, choosing from:
1. Radiant Step
Teleport 120 ft. into a burst of light.
2. Commanding Presence
One creature within 120 ft. must make a DC 25 Wis save or become charmed.
3. Sear the Unworthy (Cost 2)
One target takes 8d10 radiant.
4. Illuminate Fate (Cost 3)
All allies in 200 ft. gain advantage on all rolls until the end of their next turn.
Mythic Action — Face of Light (Costs 3)
All creatures who can see the Avatar must make DC 25 Wis save or take 120 radiant damage and become stunned for 1 round.
Mythic Action — Rewrite (Costs 2)
The Avatar alters reality:
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Ends a spell
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Closes a portal
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Cancels teleport
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Repairs terrain
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Removes petrification, charm, curse, or madness
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OR reshapes 60 ft of space
Mythic Action — Judgement Nova (Costs 3)
A dome of light erupts in a 200 ft radius:
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Creatures choose: kneel (prone) or burn (take 80 radiant)
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Fiends, aberrations, undead automatically take full damage
Description
This Avatar is the closest thing mortals can witness to the true First Light. It is not the god itself, but a stabilized projection of the primordial radiance that forged the first moment of existence. Seeing its awakening is witnessing creation rewrite itself. The Avatar does not fight to kill — it fights to restore order.
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