Avatar of Harlok (5e Creature)

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Avatar of Harlok[edit]

Large construct (orc), neutral evil


Armor Class 23 (natural armour)
Hit Points 241 (21d10 + 126)
Speed 30 ft.


STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 22 (+6) 16 (+3) 14 (+2) 18 (+4)

Saving Throws Str +14, Con +13, Cha +11
Skills Athletics +14, Insight +9, Intimidation +18, Perception +9, Religion +10
Proficiency Bonus +7
Damage Resistances cold; bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities fire, lightning, poison
Condition Immunities blinded, charmed, deafened, frightened, petrified, poisoned
Senses tremorsense 90 ft., passive Perception 19
Languages understands Common, Orc and Dwarvish but can't speak
Challenge 21 (33,000 XP)


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
5/day each: heat metal, hellish rebuke, magic missile
3/day each: slow, staggering smite, storm sphere
1/day: globe of invulnerability

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.

ACTIONS

Left 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.
Bludgeon. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 7) bludgeoning damage and 5 (2d4) thunder damage.
Drill. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 9 (1d4 + 7) piercing damage and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, the avatar can use a bonus action on each of its turns to deal 12 (5d4) piercing damage to the target, and the avatar can't make drill attacks against other targets or use Morph.
Harpoon. Ranged Weapon Attack: +7 to hit, range 60/90 ft., one target. Hit: 6 (1d12) piercing damage and the harpoon is lodged in the target. While the harpoon is lodged in a target, the avatar can use a bonus action to pull the target up to 40 feet towards itself or remove the harpoon from the target. The target can use an action on its turn to make a DC 15 Strength check to pull the harpoon out. The avatar cannot use Morph or make harpoon attacks while the harpoon is lodged in a target.
Blockhead Bolt. Ranged Weapon Attack: +7 to hit, range 90/120 ft., one target. Hit: 9 (2d8) bludgeoning damage and the target must succeed on a DC 15 Dexterity saving throw or be knocked prone. A Large or larger creature has advantage on the saving throw.

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.
Cursed Arcannon. Ranged Weapon Attack: +10 to hit, range 60/90 ft., one target. Hit: 14 (2d10 + 3) necrotic damage and the target has disadvantage on all attack rolls and saving throws and attack rolls against it have advantage until the end of its next turn.
Force Arcannon. The avatar fires a beam of energy in a 90-foot line that is 5 feet wide. Each creature in that area must make a DC 18 Dexterity saving throw, taking 25 (4d10 + 3) force damage on a failed save or half as much damage on a successful one. Nonmagical objects in the line take maximum damage.

Morph. The avatar changes the attack of the Left Arm of Harlok.


LEGENDARY ACTIONS

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.

Cantrip. The avatar casts a spell that it can cast at will.
Morph. The avatar uses its Morph.
Attack. The avatar uses its Left Arm of Harlok.

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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