Divine Awareness. The avatar knows if it hears a lie.
Vigilant. The avatar has advantage on initiative rolls and can't be surprised while conscious.
Fear Aura. Each creature of the avatars choice that are within 120 feet of him and aware of him must succeed on a DC 27 Wisdom saving throw at the start of their turn or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, 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 avatars Fear Aura for the next 24 hours.
Magic Resistance. The avatar has advantage on saving throws against spells and other magical effects.
Magic Weapons. The avatars weapon attacks are magical.
Legendary Resistance (3/Day). If the avatar fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. The avatars innate spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: scrying, misty step, counter spell, dispel magic
1/day each: arcane hand, contagion, maze, divine word, plane shift (self only)
Multiattack. The avatar makes two attacks.
Greatsword. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) slashing damage plus 22 (5d8) force damage. If the target is a creature, it must make a DC 20 Constitution saving throw or be stunned until the end of the avatars next turn.
Bolt. Ranged Spell Attack: +19 to hit, range 600 ft., one target. Hit: 49 (9d10) damage of the following types (avatars choice): acid, cold, fire, force, lightning, radiant, or thunder.
Cosmic Push. Ranged Spell Attack: +19 to hit, range 120 ft., one target. Hit: 20 (3d6+10) force damage and target creature must make a DC 25 Strength saving throw or be pushed up to 30 feet away from the avatar.
Cosmic Pull. Ranged Spell Attack: +19 to hit, range 120 ft., one target. Hit: 20 (3d6+10) force damage and target creature must make a DC 25 Strength saving throw or be pulled up to 30 feet towards from the avatar.
Parry. The avatar adds plus 8 to its AC against one melee attack that would hit it. To do so, the avatar must be wielding a melee weapon.
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 one attack.
Enter the Beyond (Costs 2 Actions). The avatar chooses a point that it can see within 100 feet of it. A cylinder of swirling cosmic energy 60 feet tall and with a 10 foot radius rises from that point and lasts until the end of the avatars next turn. Creatures in that area are vulnerable to force damage.
Trembling Strike (Costs 2 Actions). The avatar strikes the ground with its great sword, triggering an earth tremor. All other creatures on the ground within 60 feet of the empyrean must succeed on a DC 28 Strength saving throw or be knocked prone and take 10 (3d6) thunder damage.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the avatar takes a lair action to cause one of the following effects; the avatar can’t use the same effect two rounds in a row:
- The avatar creates a barrier as with the wall of force spell or wind wall spell (its choice). The wall disapears when the avatar uses this lair action again or when it dies.
- The avatar targets a creature that it can see. Target creature must make a DC 17 wisdom saving throw or become paralyzed and take 21 (6d6) physic damage on a failed save or half damage and no paralysis on a successful one.
- The flow of time is altered such that every creature in the lair must reroll initiative. The avatar can choose not to reroll.
- The avatar reveres gravity in a 40 foot cube centered on a point within the lair that it can see. All creatures in that area are affected by the reverse gravity spell fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. The reverse gravity zone dissapears when the avatar uses this lair action again or when it dies
- Spectral fog billows around two creatures the avatar can see within 120 feet of it. The creatures must succeed on a DC 17 Wisdom saving throw or be charmed by the avatar until initiative count 20 on the next round.
Previous Versions
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6/29/2020 8:38:28 PM
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6/29/2020 11:03:56 PM
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Coming Soon
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