Gargantuan Celestial, Chaotic Neutral
Armor Class 24 natural armor
Hit Points 360 (20d12 + 200)
Speed 60 ft.
STR
30 (+10)
DEX
24 (+7)
CON
30 (+10)
INT
20 (+5)
WIS
26 (+8)
CHA
20 (+5)
Saving Throws STR +17, DEX +14, CON +17, WIS +15
Damage Immunities Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120ft, Truesight 120ft, Passive Perception 28
Languages Celestial, Common, Druidic, Worg
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Avatar of Battle. The Avatar of Ishyyr gains power from warfare, whenever any creature (friendly or hostile) dies within 60ft, the Avatar of Ishyyr can immediately take a legendary action (this does not count towards the Avatar of Ishyyr's default legendary action limit).

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

Magic Weapons. The Avatar of Ishyyr's weapon attacks are magical.

Multiple Heads. The Avatar of Ishyyr can take one reaction per turn, rather than only one per round. It also has advantage on saving throws against being knocked unconscious. If it fails a saving throw against an effect that would stun a creature, one of its unspent legendary actions is spent.

Actions

Claw. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 24 (4d6 + 10) slashing damage.

Horn Smash. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 29 (4d6 + 15) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or be stunned and knocked prone until the end of the Avatar of Ishyyr's next turn.

Legendary Actions

The Avatar of Ishyyr 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. Ishyyr regains spent legendary actions at the start of its turn.

Bite. Melee Weapon Attack +15 to hit, reach 15 ft., one target. Hit: 36 (6d6 + 15) piercing damage.

Crushing Charge (Costs 2 Actions). The Avatar of Ishyyr sprints in a straight line up to 60 feet. Each creature in that line must make a DC 24 Dexterity saving throw, taking 56 (15d6) bludgeoning damage on a failed save, or half as much damage on a successful one.

War Howl. The Avatar of Ishyyr lets out a mighty howl that invigorates itself and non-hostile creatures within 120 feet. Invigorated creatures gain advantage on attack rolls and can't be charmed or frightened until the end of the Avatar of Ishyyr's next turn

Description

The Avatar of Ishyyr takes the form of a titanic, two-headed wolf with curled ram horns on each head. Magical, ornate armor adorns its hide.

Previous Versions

Name Date Modified Views Adds Version Actions
4/4/2020 6:42:10 PM
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Monster Tags: NPC

Vargrimm

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