Large Construct, Lawful Evil
Armor Class 18
Hit Points 126 (12d10 + 60)
Speed 30 ft.
STR
14 (+2)
DEX
14 (+2)
CON
20 (+5)
INT
20 (+5)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws STR +6, WIS +6, CHA +7
Skills Arcana +9, Investigation +9, Perception +6
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Senses Truesight 60 feet, Passive Perception 16
Languages All, Telepathy 120 feet
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

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

 

Actions

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.  

Reactions

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.

Previous Versions

Name Date Modified Views Adds Version Actions
4/17/2020 8:31:44 AM
13
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4/17/2020 9:38:44 PM
8
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4/17/2020 9:43:41 PM
8
1
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Coming Soon
4/17/2020 10:45:04 PM
9
1
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Coming Soon
4/19/2020 9:44:37 PM
14
1
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Coming Soon
jacobakc

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