Avatar of Harlok (5e Creature)
Avatar of Harlok[edit]
Large construct (orc), neutral evil Armor Class 23 (natural armour)
Saving Throws Str +14, Con +13, Cha +11 Brittle Armour. If the avatar takes thunder damage, it must succeed a DC 25 Strength saving throw or suffer a -5 penalty to its AC until the end of its next turn. Heat Aura. At the start of each of the avatar's turns, each creature within 15 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the avatar or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. Innate Spellcasting. The avatar's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: fire bolt, sacred flame, true strike Magic Weapons. The avatar's weapon attacks are magical. Relentless Endurance (Recharges after a Short or Long Rest). When the avatar is reduced to 0 hit points but not killed outright, it drops to 1 hit point instead. Savage Attacks. When the avatar scores a critical hit with a melee weapon attack, it can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. Unending Scream. The avatar automatically fails Stealth checks. The avatar emits a terrible scream audible out to 300 feet. At the start of each of the avatar's turns, each creature within 60 feet of it that can hear the scream must succeed on a DC 15 Wisdom saving throw or be 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 this avatar's Unending Scream for the next 24 hours. ACTIONSLeft Arm of Harlok. The avatar makes one of the following attacks. To make a different attack, the avatar must use Morph first: Axe. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage. This attack ignores AC and resistance granted by spells or other magical effects. Arcannon (Recharge 4-6). The avatar makes one of the following arcannon attacks. Antimagic Arcannon. Ranged Weapon Attack: +10 to hit, range 60/90 ft., one target. Hit: 14 (2d10 + 3) acid damage and the target cannot cast spells or use other magical effects, as if it were within the area of an antimagic field, until the end of its next turn. Morph. The avatar changes the attack of the Left Arm of Harlok.
LEGENDARY ACTIONSThe 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. Cantrip. The avatar casts a spell that it can cast at will. |
An avatar of Harlok is a hulking suit of animated armour, made from an unknown metal only Harlok knows to create, housing a large mass of flesh and metal that constantly screams in fear and agony. The construct's left arm is made from constantly shifting metal while the right ends in an arcannon. This avatar is born from a favoured orc of Harlok who has sacrificed themselves and forty-two dwarves to one of the sacred fires. |
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