Gargantuan Celestial, Neutral
Armor Class 20 natural armor
Hit Points 310 (20d20 + 100)
Speed 80 ft., Walk 60 ft., Swim 60 ft., Burrow 60 ft., Climb 60 ft.
STR
20 (+5)
DEX
20 (+5)
CON
20 (+5)
INT
20 (+5)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws STR +14, DEX +14, CON +14, INT +14, WIS +14, CHA +14
Damage Resistances All
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 23
Languages All, Telepathy 120 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

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

Legendary Resistance (3/day). If The Avatar would fail a saving throw it can choose to succeed instead.

Complete Spellcasting. The Avatar is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 23, +14 to hit with spell attacks). The Avatar has every spell prepared and can cast them with the following spell slots:

1st level (4 slots), 2nd level (3 slots), 3rd level (3 slots), 4th level (3 slots), 5th level (3 slots), 6th level (2 slots), 7th level (2 slots), 8th level (1 slot), 9th level (1 slot)

Rage (Recharges after a Short or Long Rest). As a bonus action, the Avatar can enter a rage at the start of its turn. The rage lasts for 1 minute or until the Avatar is incapacitated. While raging, the Avatar gains the following benefits:

• The Avatar has advantage on Strength checks and Strength saving throws

• When it makes a melee weapon attack, the Avatar gains a +4 bonus to the damage roll.

• The Avatar has immunity to bludgeoning, piercing, and slashing damage.

Sneak Attack (1/Turn). The Avatar deals an extra 35 (10d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Avatar that isn't incapacitated and the Avatar doesn't have disadvantage on the attack roll.

Master of All. The Avatar adds double its proficiency bonus to any skill check.

Cunning Action. On each of its turns, the Avatar can use a bonus action to take the Dash, Disengage, or Hide action.

Evasion. If the Avatar is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Avatar instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Second Wind (Recharges after a Short or Long Rest). As a bonus action, the Avatar can regain 25 hit points.

Sorcery Points. The Avatar has 20 sorcery points. It can spend 1 or more sorcery points as a bonus action to gain one of the following benefits:

Heightened Spell: When it casts a spell that forces a creature to make a saving throw to resist the spell's effects, the Avatar can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell.

Quickened Spell: When The Avatar casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Twinned Spell: When The Avatar casts a spell that targets only one creature and doesn't have a range of self, it can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

Actions

Multiattack. The Avatar makes four unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage. If the target is a creature, The Avatar can choose one of the following additional effects:

• The target must succeed on a DC 20 Strength saving throw or drop one item it is holding (Avatar's choice).

• The target must succeed on a DC 20 Dexterity saving throw or be knocked prone.

• The target must succeed on a DC 20 Constitution saving throw or be stunned until the end of the Avatar's next turn.

Change Shape. The Avatar magically polymorphs into a humanoid, beast, elemental, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the Avatar's choice). In a new form, the Avatar retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and ability scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Frightful Presence. Each creature of the Avatar's choice within 120 feet of it and that are aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Avatar is within line of sight, 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.

Turn Undead (Recharges after a Short or Long Rest). The Avatar shines a bright light from its body. Each undead that can see or hear you within 30 feet of you must make a DC 20 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from The Avatar as it can, and it can't willingly move to a space within 30 feet of The Avatar. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Any Undead with a challenge rating of 4 or lower is instantly destroyed.

Reactions

Misty Escape (Recharges after a Short or Long Rest). In response to taking damage, the Avatar turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.

Guided Strike (Recharges after a Short or Long Rest). The Avatar grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. The Avatar can make this choice after the roll is made but before it hits or misses.

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.

Attack. The Avatar makes an unarmed strike.

Move. The Avatar moves up to its speed without provoking opportunity attacks

Cast a Spell (Costs 1-3 Actions). The Avatar casts a 1st-3rd level spell, expending one legendary action per the spell's level.

DarienSilverlight

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