Memory-Changing Presence. When a creature first becomes aware of the Avatar of Xxiphu, it must make a DC 17 Wisdom saving throw or be unable to perceive it until the Avatar deals damage or uses a spell on the creature. This applies when seeing, hearing, being told of, or using divination magic on the Avatar. If the creature notices the effects of the Avatar's presence, such as by seeing allies taking damage, seeing it move or break objects, or something similar, it can take an action to make a DC 17 Investigation check, becoming aware of the Avatar on a success.
Unyielding Essence. The Avatar is immune to any spells or effects that would alter its form, as well as those that would that would read its thoughts, determine if it is lying, or magically influence its thoughts or behavior.
Innate Spellcasting (Psionics). The Avatar's innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components:
At will: detect thoughts, levitate, modify memory
3/day: teleport, compulsion, telekinesis
1/day: dominate monster, synaptic static
Multiattack. The Avatar makes two Telekinetic Bolt attacks.
Telekinetic Bolt. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 14 (2d8 + 5) force damage and 4 (1d8) psychic damage. On a hit, the Avatar can choose to push the target 10 feet away from itself in a straight line.
Symphony's Peak (Recharge 5-6). The Avatar forces one creature within 60 feet of it to make a DC 17 Charisma saving throw. On a failure, the target takes 22 (4d10) psychic damage and becomes afflicted with a short-term madness. On a success, the target is not afflicted with madness and takes half damage.
Warp Perception: When the Avatar is about to be hit by an attack, it can force the creature making the attack to make a DC 17 Intelligence saving throw, causing it to target a space adjacent to the Avatar on a failure. If there is another creature in that space, the target's attack is instead made against that creature. The target is not aware it is not attacking the avatar until after the attack has concluded.
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Posted May 2, 2020Have you used this in play? Did it go as expected? I love the concept and am considering using it, but the CR calc seems too low.
Specifically, the "Warp Perception" ability (DC 17 INT save for every single attack) adds a whole extra level of difficulty. Melee characters typically don't have high INT saves (+2 or +3 at best), so this would matter much more than it's AC. For example, let's say the Avatar's facing a 4-character party, all 12th level - Barbarian, ranger, cleric, and wizard. Barb cleric and ranger all have about a +9 to hit, which against the 18 AC means they hit 55% of the time. But they only have +3 on INT saves against a DC of 17, meaning they miss 70% of the time. That one wizard's going to have to do almost all the work.
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Posted May 3, 2020I did end up using it in combat once so far although I did run it a bit eh both because I'm relatively new at DMing and it was a unique circumstance. It did largely run how I expected though, when I used it as intended. I didn't find Warp Perception as game breaking as you think, mainly because it is a reaction, meaning it can only affect one attack per round, rather than every attack from every character. Since one of my players was a whispers bard that enjoys psychic blades it was still quite effective, but it didn't stop other characters very much. So say that the hypothetical cleric is going in with a nat 20 on their mace and a smite, then it will be effective on that attack, but not any of the follow up reckless attacks from the barb, or the various arrows from the ranger, etc. It's good on loaded, buffed single attacks, but will hardly stop a full concentrated effort from an aware party.