Avatar, Source of Imagination and Destruction (5e Creature)

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Avatar, Source of Imagination and Destruction[edit]

Colossal+ akasha, chaotic evil


Armor Class 25 (Akashic Armour)
Hit Points 2500
Speed Infinite


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10)

Skills +14 to all skills
Damage Resistances Avatar, Source of Imagination and Destruction is resistant to all types of damage.
Condition Immunities charmed, frightened, deafened, exhausted, blinded
Senses Truesight ∞, passive Perception
Languages All
Challenge 30 (155,000 XP)


Akashic Resistance (3/day) When the Avatar fails a saving throw it can decide to succeed instead if the ability was used on it previously.

Meaning and Absurdity If the Avatar rolls a Natural 1 during a saving throw, skill, or attack roll, it loses one of its damage resistances and cannot decide to succeed with Akashic Resistance.

Prescient The Avatar cannot be surprised and always goes first in initiative order.

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

Siege Monster The Avatar deals double damage to objects and structures.

Omniproficient The Avatar is proficient in all skills, tools, and languages.

Natural Action The Avatar can take up to two actions in a turn. At the end of the two actions the Avatar can roll a d20 and take a third action if it achieved a Natural 20.

Obliterate Creatures killed by force damage dealt by the Avatar leave no trace of a body behind, and can only be restored to life with a wish or true resurrection spell.

Dimensional Authority At the beginning of the Avatar's turns, it can target a 10ft by 10ft area and create a hazard that deals 5d12 of the specified damage type at the beginning of the creature's turns. The Avatar cannot be damaged by these hazards.

Hyperdimensional. At the beginning of each of its turns, if the Avatar has a speed greater than 0, it can choose its size: Medium, Large, Huge, Gargantuan or Colossal. If its new size encompasses other creatures, those creatures must make a DC 23 Dexterity saving throw. On a successful save, the creature can choose to be pushed back or to the side until it is no longer in the same space as the Avatar. A creature that chooses not to be pushed, or cannot reach an unoccupied space, suffers the consequences of a failed saving throw. On a failed save, the creature takes 220 (4d10 × 10) force damage and is restrained. The creature remains restrained until it no longer occupies a space with the Avatar, or until it escapes. To escape, the creature takes an action to make a DC 23 Strength check. On a success, the creature enters a space of its choice within 5 feet of the Avatar.

True Resurrection At the beginning of the Avatar's turns, it can resurrect a creature that previously died in battle with it. The resurrected creature is brought back with all it's memories, items, full hit points, and skills.

ACTIONS

Force Blast Ranged Spell Attack: +15 to hit, reach 200ft, one target. Hit: 72 (8d12 +12) force damage

Dimensional Rake Melee Weapon Attack: +15 to hit, reach 15 ft, one target. Hit: 20 (3d12 + 12) slashing damage and 20 (3d12 +12) force damage.

True Clairvoyance Ranged Spell: As a bonus action, the Avatar can target one creature in sight and predict the next action the creature makes. The player must reveal the next action to the DM. The player cannot lie about the action.

Akashic Force (1/3 Turns) Area of Effect Spell Attack: The Avatar draws power from the surrounding archives and releases the knowledge in a pure, magical force that rips through the dimensions. All creatures within the space must make a DC 23 Wisdom saving throw or take 6d12 + 6 force damage and 6d12 +6 psychic damage on a fail and half damage on a success.

Corrupted Knowledge (1/3 Turns) The Avatar reaches into the inner recesses of its mind and targets a creature it can see. The target must choose a non-physical damage type and must succeed a DC 23 Wisdom saving throw or take 6d12 + 12 psychic damage and 6d12 + 12 of the damage type the target chose. Half damage if they succeed.


LEGENDARY ACTIONS

The Avatar, Source of Inspiration and Destruction can take 4 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, Source of Inspiration and Destruction regains spent legendary actions at the start of its turn.

Centrality The Avatar draws power from the surrounding archives and gathers the knowledge of the universe. Until the start of its next turn, the Avatar gains an aura that makes future attacks have disadvantage.

Diffusion (Only after Centrality is used) The Avatar releases the knowledge of the universe, overwhelming the surrounding creatures with the power. The creatures must make a DC 23 Intelligence saving throw or take 50 psychic damage on a fail and half on a success. The Avatar then loses the effects of Centrality.

Mind and Insanity The Avatar targets two creatures and teleports them within 10ft of it, placing a mark on the both of them upon teleport. The Avatar then attempts to drain the wisdom and intelligence from them. The targets must make either an Intelligence saving throw or a Wisdom saving throw. Upon fail, they will begin to lose their minds and become unable to function. The targets become incapacitated and their Wisdom and Intelligence stats drop to 5. They remain this way until an ally succeeds a DC 23 Wisdom saving throw while in contact (within 5ft) of them or until the Book of Ego and Shadow is used on them. This action cannot be used if there is already a creature currently incapacitated in this way.

Time and Eternity (Only can be used when at 500 or lower hit points) The Avatar reaches towards the archives and begins to draw power from an unknown section, tearing through the concept of time and creating its own. The Avatar then moves among the affected creatures as they are frozen in time and touches them, dealing damage based on their weaknesses. All creatures must roll a d6 and make a DC 23 saving throw depending on their roll. On a fail they take 20d10 damage based on their saving throw and lose all movement and half damage and half movement on a success until the start of the Avatar's next turn. Creatures under the influence of Mind and Insanity are unaffected by this ability. This ability cannot be used again for another two rounds.

1 = Wisdom/Psychic

2 = Intelligence/Radiant

3 = Charisma/Necrotic

4 = Strength/Force

5 = Constitution/Poison

6 = Dexterity/Cold

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Avatar, Source of Inspiration and Destruction ,piece by damir-g-martin

The Avatar, Source of Imagination and Destruction is the shadow created from the ego of the Source of Inspiration and Creation, a creation from the Akashic Records, a compendium of all human events, thoughts, words, emotions, and intent ever to have occurred in the past, present, or future. The Avatar is an accumulation of all the inspiration, ideas, even sparks of ideas that have ever been created, but eventually discarded. As a result, the Avatar became resentful of all creatures that have ever discarded their ideas and inspiration. Due to its vast knowledge of the universe, the Avatar then began to use its access to attempt to fix it, vowing that no idea, no matter how small and seemingly worthless, will ever be discarded again. It believes that its limitless access to the Akashic Records will allow it to recreate the universe and start a new eon of knowledge that will remain forever. (NOTE: This creature is meant for campaigns with all party members at level 20) This creature uses the mythic monsters variant rule.


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