Large Celestial, Any Good Alignment
Armor Class 19 Gifts of the Wildmother
Hit Points 243 (15d20)
Speed 30 ft., Fly 45 ft.
STR
28 (+9)
DEX
28 (+9)
CON
26 (+8)
INT
18 (+4)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws STR +13, DEX +13, CON +12
Skills Acrobatics +12, Animal Handling +14, Athletics +12, Stealth +16
Damage Resistances All
Damage Immunities Psychic
Condition Immunities Blinded, Charmed
Senses Passive Perception 18
Languages --
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Spellcasting. The Avatar is a 10th-level spellcaster. Its spellcasting ability is [4] (spell save DC 17, +7 to hit with spell attacks). The Avatar has following spells prepared:
Cantrips (at will): primal savagery
1st level (4 slots): cure wounds, healing word

2nd level (3 slots): misty step, healing spirit

3rd level (2 slots): fireball

4th level (2 slots): freedom of movement, elemental bane

5th level (2 slots): mass cure wounds, maelstrom

Actions

Multi-attack. The Avatar can attack twice with his sword, or once with his spear and once with his sword. Or cast 1 spell, and then attack once.

Magical Origin. All of The Avatar's Attacks are magical.

Spear of the Ancient Tree. Melee Weapon Attack: +14 to hit, reach 5 ft., 1 target. Hit: 18 (2d8 + 9) [piercing] damage + 1d10 for every 10 points of damage taken in the last round of combat.

Sword of the Arkangel Martyr. Melee Weapon Attack +14 to hit, range 10 ft., 1 target. Hit: 20 (2d10 + 9) [Piercing] damage + 1d10 for every 10 points of damage taken in the last round of combat.

Legendary Actions

The Avatar has 2 Legendary Actions that it can use, and regains them at the start of his turn.

Extra Attack (Costs 1 Actions). Makes one attack with his spear, or sword.

 

Legendary Resistance: The Avatar can choose to succeed on a failed saving throw. (3 charges)

Description

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ajaj

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