Medium Aberration, Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 304 (32d8 + 160)
Speed 40 ft., Fly 40 ft.
STR
24 (+7)
DEX
21 (+5)
CON
20 (+5)
INT
25 (+7)
WIS
22 (+6)
CHA
23 (+6)
Saving Throws INT +13, WIS +12, CHA +12
Skills Arcana +14, Perception +13
Damage Resistances Bludgeoning, Piercing, Poison, Psychic
Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Poisoned, Prone
Senses Truesight 120 ft., Passive Perception 23
Languages Deep Speech, Telepathy 120 ft.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Alien Mind. If a creature tries to read Avassh’s thoughts or deals psychic damage to it, that creature must succeed on a DC 22 Intelligence saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Resistance (3/Day). If Avassh fails a saving throw, it can choose to succeed instead.

Magic Resistance. Avassh has advantage on saving throws against spells and other magical effects.

Regeneration. Avassh regains 20 hit points at the start of its turn. If it takes radiant damage, this trait doesn’t function at the start of its next turn. Belashyrra dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Teleport. As a bonus action, Avassh can teleport up to 30 feet to an unoccupied space it can see.

Actions

Multiattack. Avassh makes two attacks with its claws and uses its Infestation Spores if it is avaliable.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) slashing damage plus 10 (3d6) poison damage

Infestation Spores (Recharges 5-6). Avassh releases spores that burst out in cloud fills a 20-foof-radius sphere centered on her, and it lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 15 Constitution saving throw. On a failed save, the creature is infected with a disease called the spores of Avassh and also gains a random form of madness (determined by rolling on the Madness of Avassh table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of each turn, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the "Myconids" entry in the Monster Manual).

 

 

Legendary Actions

Avassh 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. Avassh regains spent legendary actions at the start of its turn.

Claw. Avassh makes one claw attack.

Spawn Fungi (Costs 2 Actions). 2 Vine Blights well up from the ground near Avassh, appearing within 20ft of Avassh and moving directly after it in the intiative order.

Mind Control Spores (Costs 3 Actions). Avassh releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on it, and it lingers for 1 minute. Humanoids and beasts in the cloud when it appears, or that enter it later, must make a DC 19 Wisdom saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the influence of Avassh for 24 hours. While infected, the creature is charmed by Avassh and can't be reinfected by these spores.

Lair and Lair Actions

Avassh makes its lair in a Citadel of Wood and Rot deep in Khyber, a site that appears to have been molded from Twisted Trees, and giant Fungi. Across its warped expanses, thousands of fungi of every size and shape peer into the endless darkness. Shambling mounds, Myconids and evil treants dwell within the halls of the citadel, which is one of the few places where such creatures are willing to live side by side.

If encountered in its lair, Avassh has a challenge rating of 23 (50,000 XP).

Lair Actions.

While within the Citadel ofWood and Rot, Avassh can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Avassh can take a lair action to cause one of the following effects; it can’t use the same effect two rounds in a row:

  • 1d4 Gas spores well up from the walls or 1d6 Violet Fungus appear, roll intiative for the fungi which move as a group
  • Avassh uses its Mind Control Spores legendary action centred on a point it can see within 100ft
  • Up to 4 plant creatures in the lair move up to their speed and make an attack.

Regional Effects.

The location of Avassh’s lair is unknown. A region containing a passage to Avassh’s lair is warped by its magic, which creates one or more of the following effects:

  • Water sources within 5 miles of the passage become choked with weeds and algae.
  • Plants that live within 5 miles of the passage undergo magical transmutation, changing in mysterious ways, gaining movement and becoming more agressive.
  • A humanoid who spends at least 1 hour within 1 mile of the passage must succeed on a DC 21 Wisdom saving throw or descend into a type of madness (see “Madness of Avassh” below). A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.

If Avassh dies, these effects fade over the course of 1d10 days.

Madness of Avassh

If a creature goes mad in Avassh’s lair or while it can see the daelkyr, it gains a form of indefinite madness. Roll on the Madness of Avassh table to determine the nature of this madness, which takes the form of a character flaw that lasts until cured. Chapter 8 of the Dungeon Master’s Guide has more information on madness.

Madness of Avassh

d6 Flaw (lasts until cured)
1 “I see plants coming to life and trying to attack me.”
2 “I believe that I am tansforming into a plant.”
3 “I periodically slip into a catatonic state, staring off into the distance for long stretches at a time.”
4 “I believe that nature is imperfect and needs work done on it in order to alter its form.”
5 “I don’t trust my sight. I have no idea what’s real and what’s a hallucination.”
6 “I am constantly scratching at unseen fungal infections.”
Zogvquit

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